void update_grid(Grid* grid) { switch(grid->state) { case STATE_FREE: update_grid_free(grid); break; case STATE_NORMAL: update_grid_normal(grid); break; case STATE_WAIT: update_grid_wait(grid); break; case STATE_CLEARLINES: update_grid_clearlines(grid); break; case STATE_GAMEOVER: update_grid_gameover(grid); break; default: break; } }
void update_grid(Grid* grid) { switch(grid->state) { case STATE_NORMAL: update_grid_normal(grid); break; case STATE_WAIT: update_grid_wait(grid); break; case STATE_CLEARLINES: update_grid_clearlines(grid); break; default: break; } }