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

72
src/game/game.cppm Normal file
View file

@ -0,0 +1,72 @@
module;
#include <memory>
#include <SDL3/SDL.h>
export module game.game;
import core.engine;
import core.renderer;
import game.sprite;
export namespace game
{
class Game
{
core::Engine& engine_;
// Sprite for testing
std::unique_ptr<Sprite> sprite_ = nullptr;
public:
Game() = delete;
explicit Game(core::Engine& engine)
: engine_(engine)
{}
// No copy operations
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
// No move operations - TODO?
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
~Game() = default;
void initialize()
{
sprite_ = std::make_unique<Sprite>(engine_.get_renderer(), "assets/neocat.png", 100, 100);
}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const SDL_Event* event) const
{
if (event->type == SDL_EVENT_MOUSE_MOTION) {
sprite_->move(
event->motion.x - 50,
event->motion.y - 50
);
return true;
}
return false;
}
void update()
{
}
void render() const
{
const auto& renderer = engine_.get_renderer();
renderer.clear();
sprite_->draw(renderer);
renderer.present();
}
void shutdown()
{
}
};
}