rutile-game/src/rutile/core/engine.cppm

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module;
#include <cassert>
#include <memory>
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export module rutile.core.engine;
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import rutile.config;
import rutile.core.render_server;
import wrappers.sdl;
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export namespace rutile
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{
class Engine
{
// Whether this class is currently instantiated (to prevent multiple instances)
static bool instantiated_;
// If this is set to false, the application will exit
bool keep_running_ = true;
sdl::Window window_;
RenderServer render_server_;
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// Private constructor
Engine(sdl::Window&& window, sdl::Renderer&& renderer)
: window_{std::move(window)},
render_server_{std::move(renderer)}
{
instantiated_ = true;
}
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public:
Engine() = delete;
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// No copy or move operations
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Engine(const Engine&) = delete;
Engine& operator=(const Engine&) = delete;
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Engine(Engine&&) = delete;
Engine& operator=(Engine&&) = delete;
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~Engine()
{
instantiated_ = false;
}
static std::unique_ptr<Engine> create()
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
auto [sdl_window, sdl_renderer] = sdl::CreateWindowAndRenderer(
config::get_window_title(),
config::window_width,
config::window_height,
0
);
return std::unique_ptr<Engine>{
new Engine{
std::move(sdl_window),
std::move(sdl_renderer)
}
};
}
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bool keep_running() const
{
return keep_running_;
}
sdl::Window& get_window()
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{
return window_;
}
RenderServer& get_render_server()
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{
return render_server_;
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}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const sdl::Event* event)
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{
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if (event->type == sdl::EventType::Quit) {
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// Exit the application
keep_running_ = false;
return true;
}
return false;
}
void update()
{
}
void shutdown()
{
}
};
bool Engine::instantiated_ = false;
}