Use unique_ptr to manage SDL pointers

This commit is contained in:
Lexi / Zoe 2025-11-21 01:09:05 +01:00
parent 5c3e0e3a86
commit 4277f4c818
Signed by: binaryDiv
GPG key ID: F8D4956E224DA232
8 changed files with 128 additions and 129 deletions

View file

@ -8,6 +8,7 @@ export module game.game;
import core.engine;
import core.renderer;
import game.sprite;
import resources.texture;
export namespace game
{
@ -25,11 +26,9 @@ export namespace game
: engine_(engine)
{}
// No copy operations
// No copy or move operations because we have a reference to the engine
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
// No move operations - TODO?
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
@ -37,7 +36,12 @@ export namespace game
void initialize()
{
sprite_ = std::make_unique<Sprite>(engine_.get_renderer(), "assets/neocat.png", 100, 100);
auto texture = resources::Texture::load_from_file(
engine_.get_renderer().get_sdl_renderer(),
"assets/neocat.png"
);
sprite_ = std::make_unique<Sprite>(std::move(texture), 100, 100);
}
// Handles an SDL event. Returns true if the event has been handled.