Refactor code into classes
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12 changed files with 584 additions and 190 deletions
95
src/core/engine.cppm
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95
src/core/engine.cppm
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module;
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#include <cassert>
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#include <tuple>
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#include <SDL3/SDL.h>
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export module core.engine;
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import config;
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import core.renderer;
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import core.window;
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export namespace core
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{
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class Engine
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{
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// Whether this class is currently instantiated (to prevent multiple instances)
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static bool instantiated_;
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// If this is set to false, the application will exit
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bool keep_running_ = true;
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Window window_;
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Renderer renderer_;
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public:
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Engine()
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{
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// Prevent the class from being instantiated multiple times
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assert(!instantiated_);
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instantiated_ = true;
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}
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// No copy operations
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Engine(const Engine&) = delete;
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Engine& operator=(const Engine&) = delete;
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// Default move operations
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Engine(Engine&&) = default;
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Engine& operator=(Engine&&) = default;
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~Engine()
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{
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instantiated_ = false;
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}
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bool keep_running() const
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{
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return keep_running_;
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}
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Window& get_window()
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{
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return window_;
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}
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Renderer& get_renderer()
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{
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return renderer_;
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}
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// TODO: Should this be moved to the constructor?
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void initialize()
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{
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std::tie(window_, renderer_) = Window::create_window_and_renderer(
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config::get_window_title(),
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config::window_width,
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config::window_height,
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0
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);
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}
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// Handles an SDL event. Returns true if the event has been handled.
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bool handle_event(const SDL_Event* event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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// Exit the application
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keep_running_ = false;
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return true;
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}
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return false;
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}
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void update()
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{
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}
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void shutdown()
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{
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}
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};
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bool Engine::instantiated_ = false;
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}
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