Implement ResourceManager and TextureLoader
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e37eb0b03f
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8 changed files with 290 additions and 93 deletions
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@ -2,12 +2,13 @@ module;
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#include <cassert>
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#include <memory>
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#include <vector>
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#include <SDL3/SDL.h>
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export module game.game;
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import core.engine;
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import core.renderer;
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import core.render_server;
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import game.sprite;
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import wrappers.sdl;
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import wrappers.sdl_image;
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@ -22,21 +23,18 @@ export namespace game
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// Reference to the engine
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core::Engine& engine_;
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// Sprite for testing
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std::unique_ptr<Sprite> sprite_{nullptr};
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// Sprites for testing
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Sprite player_sprite_;
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std::vector<Sprite> sprites_;
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// Private constructor
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explicit Game(core::Engine& engine)
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: engine_(engine)
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{
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// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
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auto texture = sdl_image::LoadTexture(
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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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: engine_(engine),
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player_sprite_{
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engine_.get_render_server().load_texture("assets/neocat.png"),
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sdl::FRect{0, 0, 100, 100}
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}
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{}
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public:
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Game() = delete;
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@ -62,15 +60,28 @@ export namespace game
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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) const
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bool handle_event(const sdl::Event* event)
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{
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if (event->type == SDL_EVENT_MOUSE_MOTION) {
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sprite_->move(
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player_sprite_.move(
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event->motion.x - 50,
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event->motion.y - 50
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);
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return true;
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}
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if (event->type == SDL_EVENT_MOUSE_BUTTON_UP) {
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sprites_.emplace_back(
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engine_.get_render_server().load_texture("assets/neofox.png"),
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sdl::FRect{
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event->motion.x - 50,
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event->motion.y - 50,
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100, 100
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}
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);
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return true;
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}
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return false;
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}
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@ -80,10 +91,15 @@ export namespace game
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void render() const
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{
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const auto& renderer = engine_.get_renderer();
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renderer.start_frame();
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sprite_->draw(renderer);
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renderer.finish_frame();
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const auto& render_server = engine_.get_render_server();
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render_server.start_frame();
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for (const Sprite& sprite : sprites_) {
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sprite.draw(render_server);
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}
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player_sprite_.draw(render_server);
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render_server.finish_frame();
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}
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void shutdown()
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