Use unique_ptr to manage SDL pointers
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5c3e0e3a86
commit
4277f4c818
8 changed files with 128 additions and 129 deletions
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@ -8,6 +8,7 @@ export module game.game;
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import core.engine;
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import core.renderer;
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import game.sprite;
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import resources.texture;
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export namespace game
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{
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@ -25,11 +26,9 @@ export namespace game
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: engine_(engine)
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{}
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// No copy operations
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// No copy or move operations because we have a reference to the engine
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Game(const Game&) = delete;
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Game& operator=(const Game&) = delete;
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// No move operations - TODO?
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Game(Game&&) = delete;
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Game& operator=(Game&&) = delete;
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@ -37,7 +36,12 @@ export namespace game
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void initialize()
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{
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sprite_ = std::make_unique<Sprite>(engine_.get_renderer(), "assets/neocat.png", 100, 100);
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auto texture = resources::Texture::load_from_file(
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engine_.get_renderer().get_sdl_renderer(),
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"assets/neocat.png"
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);
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sprite_ = std::make_unique<Sprite>(std::move(texture), 100, 100);
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}
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// Handles an SDL event. Returns true if the event has been handled.
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@ -2,87 +2,53 @@ module;
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#include <string>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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export module game.sprite;
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import core.exceptions;
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import core.renderer;
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import resources.texture;
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// TODO: Move this to a different namespace (core, drawing, ...?)
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export namespace game
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{
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class Sprite
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{
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// TODO: Move texture to separate class
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SDL_Texture* sdl_texture;
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SDL_FRect dest_rect{0, 0, 0, 0};
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// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
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resources::Texture texture_;
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SDL_FRect dest_rect_{0, 0, 0, 0};
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public:
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explicit Sprite(
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core::Renderer& renderer,
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const std::string& filename,
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resources::Texture&& texture,
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const int width,
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const int height
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)
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: texture_{std::move(texture)}
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{
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SDL_Surface* texture_surface = IMG_Load(filename.c_str());
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if (texture_surface == nullptr) {
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throw core::SDLException("IMG_Load");
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}
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sdl_texture = SDL_CreateTextureFromSurface(renderer.get_sdl_renderer(), texture_surface);
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SDL_DestroySurface(texture_surface);
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if (sdl_texture == nullptr) {
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throw core::SDLException("SDL_CreateTextureFromSurface");
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}
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dest_rect.w = static_cast<float>(width);
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dest_rect.h = static_cast<float>(height);
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dest_rect_.w = static_cast<float>(width);
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dest_rect_.h = static_cast<float>(height);
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}
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// Don't allow copy operations
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Sprite(const Sprite&) = delete;
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Sprite& operator=(const Sprite&) = delete;
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// Move constructor
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Sprite(Sprite&& other) noexcept
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: sdl_texture(other.sdl_texture),
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dest_rect(other.dest_rect)
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{
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other.sdl_texture = nullptr;
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}
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// Default move operations
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Sprite(Sprite&& other) = default;
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Sprite& operator=(Sprite&& other) = default;
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// Move assignment
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Sprite& operator=(Sprite&& other) noexcept
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{
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// Move inner resources from other
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sdl_texture = other.sdl_texture;
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dest_rect = other.dest_rect;
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// Reset other to make it safe for deletion
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other.sdl_texture = nullptr;
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return *this;
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}
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~Sprite()
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{
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if (sdl_texture != nullptr) {
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SDL_DestroyTexture(sdl_texture);
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}
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}
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~Sprite() = default;
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void move(const float x, const float y)
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{
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dest_rect.x = x;
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dest_rect.y = y;
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dest_rect_.x = x;
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dest_rect_.y = y;
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}
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void draw(const core::Renderer& renderer) const
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{
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renderer.render_texture(sdl_texture, nullptr, &dest_rect);
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renderer.render_texture(texture_.get_sdl_texture(), nullptr, &dest_rect_);
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}
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};
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}
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