Refactor code into classes

This commit is contained in:
Lexi / Zoe 2025-11-17 21:17:45 +01:00
parent 0743e6dc62
commit 5c3e0e3a86
Signed by: binaryDiv
GPG key ID: F8D4956E224DA232
12 changed files with 584 additions and 190 deletions

95
src/core/engine.cppm Normal file
View file

@ -0,0 +1,95 @@
module;
#include <cassert>
#include <tuple>
#include <SDL3/SDL.h>
export module core.engine;
import config;
import core.renderer;
import core.window;
export namespace core
{
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;
Window window_;
Renderer renderer_;
public:
Engine()
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
instantiated_ = true;
}
// No copy operations
Engine(const Engine&) = delete;
Engine& operator=(const Engine&) = delete;
// Default move operations
Engine(Engine&&) = default;
Engine& operator=(Engine&&) = default;
~Engine()
{
instantiated_ = false;
}
bool keep_running() const
{
return keep_running_;
}
Window& get_window()
{
return window_;
}
Renderer& get_renderer()
{
return renderer_;
}
// TODO: Should this be moved to the constructor?
void initialize()
{
std::tie(window_, renderer_) = Window::create_window_and_renderer(
config::get_window_title(),
config::window_width,
config::window_height,
0
);
}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const SDL_Event* event)
{
if (event->type == SDL_EVENT_QUIT) {
// Exit the application
keep_running_ = false;
return true;
}
return false;
}
void update()
{
}
void shutdown()
{
}
};
bool Engine::instantiated_ = false;
}

24
src/core/exceptions.cppm Normal file
View file

@ -0,0 +1,24 @@
module;
#include <format>
#include <stdexcept>
#include <SDL3/SDL.h>
export module core.exceptions;
export namespace core
{
// Exception that wraps an SDL error (which SDL function caused the error, what's the error).
// SDL_GetError() is used in the constructor to get the error message unless specified explicitly.
class SDLException final : public std::runtime_error
{
public:
explicit SDLException(const std::string& sdl_func, const std::string& sdl_error)
: runtime_error(std::format("Error in SDL function {}: {}", sdl_func, sdl_error))
{}
explicit SDLException(const std::string& sdl_func)
: SDLException(sdl_func, SDL_GetError())
{}
};
}

72
src/core/renderer.cppm Normal file
View file

@ -0,0 +1,72 @@
module;
#include <SDL3/SDL.h>
export module core.renderer;
export namespace core
{
class Renderer
{
// TODO: Use unique_ptr with custom deleters
SDL_Renderer* sdl_renderer_ = nullptr;
public:
Renderer() = default;
explicit Renderer(SDL_Renderer* sdl_renderer)
: sdl_renderer_(sdl_renderer)
{}
// No copy operations
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
// Move constructor
Renderer(Renderer&& other) noexcept
: sdl_renderer_(other.sdl_renderer_)
{
other.sdl_renderer_ = nullptr;
}
// Move assignment
Renderer& operator=(Renderer&& other) noexcept
{
sdl_renderer_ = other.sdl_renderer_;
other.sdl_renderer_ = nullptr;
return *this;
}
~Renderer()
{
if (sdl_renderer_ != nullptr) {
SDL_DestroyRenderer(sdl_renderer_);
}
}
// TODO: Remove this when not needed anymore
SDL_Renderer* get_sdl_renderer() const
{
return sdl_renderer_;
}
// TODO: Rename clear/present to start_render/finish_render or similar?
void clear() const
{
SDL_RenderClear(sdl_renderer_);
}
void present() const
{
SDL_RenderPresent(sdl_renderer_);
}
// TODO: Replace SDL_Texture pointer with Texture class
// TODO: Also replace SDL_FRect with something SDL-independent (although for performance it might make sense
// to just type-alias it?)
void render_texture(SDL_Texture* texture, const SDL_FRect* src_rect, const SDL_FRect* dest_rect) const
{
SDL_RenderTexture(sdl_renderer_, texture, src_rect, dest_rect);
}
};
}

70
src/core/window.cppm Normal file
View file

@ -0,0 +1,70 @@
module;
#include <string>
#include <SDL3/SDL.h>
export module core.window;
import core.exceptions;
import core.renderer;
export namespace core
{
class Window
{
// TODO: Use unique_ptr with custom deleters
SDL_Window* sdl_window_ = nullptr;
public:
Window() = default;
explicit Window(SDL_Window* sdl_window)
: sdl_window_(sdl_window)
{}
// No copy operations
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
// Move constructor
Window(Window&& other) noexcept
: sdl_window_(other.sdl_window_)
{
other.sdl_window_ = nullptr;
}
// Move assignment
Window& operator=(Window&& other) noexcept
{
sdl_window_ = other.sdl_window_;
other.sdl_window_ = nullptr;
return *this;
}
~Window()
{
if (sdl_window_ != nullptr) {
SDL_DestroyWindow(sdl_window_);
}
}
static std::pair<Window, Renderer> create_window_and_renderer(
const std::string& title,
const int width,
const int height,
const SDL_WindowFlags window_flags
)
{
SDL_Window* sdl_window = nullptr;
SDL_Renderer* sdl_renderer = nullptr;
if (!SDL_CreateWindowAndRenderer(
title.c_str(), width, height, window_flags, &sdl_window, &sdl_renderer
)) {
throw SDLException("SDL_CreateWindowAndRenderer");
}
return {Window{sdl_window}, Renderer{sdl_renderer}};
}
};
}