Refactor/make game vars extern (#451)

* Remove GameVariables pointer for callbacks

* Make game_vars a global

* move declaration of game vars in header

* Move g_game_vars location
This commit is contained in:
Rickey
2026-04-27 19:55:07 -07:00
committed by GitHub
parent d3df6a4d74
commit adca0961f5
5 changed files with 47 additions and 46 deletions

View File

@@ -121,7 +121,7 @@ typedef struct ContainedHandTypes
} ContainedHandTypes;
// clang-format on
typedef void (*GameStateCallback)(GameVariables* gs);
typedef void (*GameStateCallback)();
typedef struct
{

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@@ -17,4 +17,6 @@ typedef struct
} GameVariables;
extern GameVariables g_game_vars;
#endif // GAME_VARIABLES_H

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@@ -7,8 +7,6 @@
#ifndef SPLASH_SCREEN_H
#define SPLASH_SCREEN_H
#include "game.h"
#include <tonc.h>
/** @name Splash screen timing variables
@@ -25,16 +23,16 @@
/**
* @brief Initialize the splash screen by printing the splash screen text.
*/
void splash_screen_on_init(GameVariables* vars);
void splash_screen_on_init(void);
/**
* @brief Update splash screen timers and print the remaining time accordingly.
*/
void splash_screen_on_update(GameVariables* vars);
void splash_screen_on_update(void);
/**
* @brief Exit the splash screen
*/
void splash_screen_on_exit(GameVariables* vars);
void splash_screen_on_exit(void);
#endif // SPLASH_SCREEN_H

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@@ -200,7 +200,7 @@ typedef struct
// efficient. Well, this is the answer.
// Thanks!
// https://github.com/cellos51/balatro-gba/issues/137#issuecomment-3322485129
static void noop(GameVariables* vars)
static void noop(void)
{
}
@@ -210,22 +210,22 @@ static void noop(GameVariables* vars)
// This could be done, and maybe should be done,
// with an X macro, but I'll leave that to the
// reviewer(s).
static void game_main_menu_on_init(GameVariables* vars);
static void game_main_menu_on_update(GameVariables* vars);
static void game_round_on_init(GameVariables* vars);
static void game_playing_on_update(GameVariables* vars);
static void game_round_end_on_update(GameVariables* vars);
static void game_round_end_on_exit(GameVariables* vars);
static void game_shop_on_update(GameVariables* vars);
static void game_shop_on_exit(GameVariables* vars);
static void game_blind_select_on_init(GameVariables* vars);
static void game_blind_select_on_update(GameVariables* vars);
static void game_blind_select_on_exit(GameVariables* vars);
static void game_lose_on_init(GameVariables* vars);
static void game_lose_on_update(GameVariables* vars);
static void game_over_on_exit(GameVariables* vars);
static void game_win_on_init(GameVariables* vars);
static void game_win_on_update(GameVariables* vars);
static void game_main_menu_on_init(void);
static void game_main_menu_on_update(void);
static void game_round_on_init(void);
static void game_playing_on_update(void);
static void game_round_end_on_update(void);
static void game_round_end_on_exit(void);
static void game_shop_on_update(void);
static void game_shop_on_exit(void);
static void game_blind_select_on_init(void);
static void game_blind_select_on_update(void);
static void game_blind_select_on_exit(void);
static void game_lose_on_init(void);
static void game_lose_on_update(void);
static void game_over_on_exit(void);
static void game_win_on_init(void);
static void game_win_on_update(void);
static void game_shop_intro(void);
static void game_shop_process_user_input(void);
static void game_shop_outro(void);
@@ -662,7 +662,8 @@ static int shortcut_joker_count = 0;
static int four_fingers_joker_count = 0;
static GameVariables game_vars;
GBAL_UNUSED
GameVariables g_game_vars;
GBAL_UNUSED
static inline bool is_shop_joker_avail(int joker_id)
@@ -913,7 +914,7 @@ void game_update()
jokers_update_loop();
state_info[game_state].on_update(&game_vars);
state_info[game_state].on_update();
}
void game_change_state(enum GameState new_game_state)
@@ -923,12 +924,12 @@ void game_change_state(enum GameState new_game_state)
if (game_state >= 0 && game_state < GAME_STATE_MAX)
{
state_info[game_state].substate = 0;
state_info[game_state].on_exit(&game_vars);
state_info[game_state].on_exit();
}
if (new_game_state >= 0 && new_game_state < GAME_STATE_MAX)
{
state_info[new_game_state].on_init(&game_vars);
state_info[new_game_state].on_init();
game_state = new_game_state;
}
@@ -1970,7 +1971,7 @@ static inline void deck_shuffle(void)
}
}
static void game_round_on_init(GameVariables* vars)
static void game_round_on_init()
{
hand_state = HAND_DRAW;
cards_drawn = 0;
@@ -2039,7 +2040,7 @@ static void game_round_on_init(GameVariables* vars)
game_playing_selection_grid.selection = GAME_PLAYING_INIT_SEL;
}
static void game_main_menu_on_init(GameVariables* vars)
static void game_main_menu_on_init()
{
affine_background_change_background(AFFINE_BG_MAIN_MENU);
change_background(BG_MAIN_MENU);
@@ -2062,14 +2063,14 @@ static void game_over_init(void)
main_bg_se_copy_rect(NEW_RUN_BTN_SRC_RECT, NEW_RUN_BTN_DEST_POS);
}
static void game_lose_on_init(GameVariables* vars)
static void game_lose_on_init()
{
game_over_init();
// Using the text color to match the "Game Over" text
affine_background_set_color(TEXT_CLR_RED);
}
static void game_win_on_init(GameVariables* vars)
static void game_win_on_init()
{
game_over_init();
// Using the text color to match the "You Win" text
@@ -3547,7 +3548,7 @@ static inline void game_playing_process_flaming_score(void)
}
}
static void game_playing_on_update(GameVariables* vars)
static void game_playing_on_update()
{
// Background logic (thissss might be moved to the card'ssss logic later. I'm a sssssnake)
if (hand_state == HAND_DRAW || hand_state == HAND_DISCARD || hand_state == HAND_SELECT)
@@ -3586,7 +3587,7 @@ static int calculate_interest_reward(void)
return reward;
}
static void game_round_end_on_exit(GameVariables* vars)
static void game_round_end_on_exit()
{
// Cleanup blind tokens from this round to avoid accumulating
// allocated blind sprites each round
@@ -3598,7 +3599,7 @@ static void game_round_end_on_exit(GameVariables* vars)
// TODO: Reuse sprites for blind selection?
}
static void game_round_end_on_update(GameVariables* vars)
static void game_round_end_on_update()
{
if (state_info[game_state].substate == ROUND_END_EXIT)
{
@@ -4545,7 +4546,7 @@ static inline void game_shop_lights_anim_frame(void)
memcpy16(&pal_bg_mem[SHOP_LIGHTS_1_PID], &shifted_palette[3], 1);
}
static void game_shop_on_update(GameVariables* vars)
static void game_shop_on_update()
{
change_background(BG_SHOP);
@@ -4578,7 +4579,7 @@ static void game_shop_on_update(GameVariables* vars)
shop_state_actions[substate]();
}
static void game_shop_on_exit(GameVariables* vars)
static void game_shop_on_exit()
{
ListItr itr = list_itr_create(&_shop_jokers_list);
JokerObject* joker_object;
@@ -4598,7 +4599,7 @@ static void game_shop_on_exit(GameVariables* vars)
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
}
static void game_blind_select_on_init(GameVariables* vars)
static void game_blind_select_on_init()
{
change_background(BG_BLIND_SELECT);
selection_x = 0;
@@ -4607,7 +4608,7 @@ static void game_blind_select_on_init(GameVariables* vars)
play_sfx(SFX_POP, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
}
static void game_blind_select_on_update(GameVariables* vars)
static void game_blind_select_on_update()
{
if (state_info[game_state].substate == BLIND_SELECT_MAX)
{
@@ -4895,7 +4896,7 @@ static void game_blind_select_display_blind_panel()
}
}
static void game_blind_select_on_exit(GameVariables* vars)
static void game_blind_select_on_exit()
{
selection_y = 0;
background = UNDEFINED;
@@ -4964,7 +4965,7 @@ static inline void game_start(void)
game_change_state(GAME_STATE_BLIND_SELECT);
}
static void game_main_menu_on_update(GameVariables* vars)
static void game_main_menu_on_update()
{
change_background(BG_MAIN_MENU);
@@ -5029,7 +5030,7 @@ static inline void game_over_process_user_input()
}
}
static void game_lose_on_update(GameVariables* vars)
static void game_lose_on_update()
{
if (timer < GAME_OVER_ANIM_FRAMES)
{
@@ -5051,7 +5052,7 @@ static void game_lose_on_update(GameVariables* vars)
// This function isn't set in stone. This is just a placeholder
// allowing the player to restart the game. Thought it would be nice to have
// util we decide what we want to do after a game over.
static void game_over_on_exit(GameVariables* vars)
static void game_over_on_exit()
{
while (list_get_len(&_owned_jokers_list) > 0)
{
@@ -5099,7 +5100,7 @@ static void game_over_on_exit(GameVariables* vars)
affine_background_load_palette(affine_background_gfxPal);
}
static void game_win_on_update(GameVariables* vars)
static void game_win_on_update()
{
if (timer < GAME_OVER_ANIM_FRAMES)
{

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@@ -11,7 +11,7 @@
static const Rect COUNTDOWN_TIMER_RECT = {208, 144, 240, 152};
static uint timer = 0;
void splash_screen_on_init(GameVariables* vars)
void splash_screen_on_init()
{
timer = 0;
@@ -25,7 +25,7 @@ void splash_screen_on_init(GameVariables* vars)
tte_printf("#{P:8,144; cx:0xF000}(Press any key to skip)");
}
void splash_screen_on_update(GameVariables* vars)
void splash_screen_on_update()
{
timer++;
@@ -49,7 +49,7 @@ void splash_screen_on_update(GameVariables* vars)
tte_erase_screen();
}
void splash_screen_on_exit(GameVariables* vars)
void splash_screen_on_exit()
{
mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP);
}