Add wrappers for SDL functions and structs

This commit is contained in:
Lexi / Zoe 2025-11-23 21:50:57 +01:00
parent 4277f4c818
commit d180b8a5b4
Signed by: binaryDiv
GPG key ID: F8D4956E224DA232
18 changed files with 410 additions and 206 deletions

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@ -1,17 +1,19 @@
module;
#include <cassert>
#include <tuple>
#include <memory>
#include <SDL3/SDL.h>
export module core.engine;
import config;
import core.renderer;
import core.window;
import wrappers.sdl;
export namespace core
{
using Window = sdl::Window;
class Engine
{
// Whether this class is currently instantiated (to prevent multiple instances)
@ -23,13 +25,16 @@ export namespace core
Window window_;
Renderer renderer_;
// Private constructor
Engine(Window&& window, Renderer&& renderer)
: window_{std::move(window)},
renderer_{std::move(renderer)}
{
instantiated_ = true;
}
public:
Engine()
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
instantiated_ = true;
}
Engine() = delete;
// No copy or move operations
Engine(const Engine&) = delete;
@ -42,6 +47,26 @@ export namespace core
instantiated_ = false;
}
static std::unique_ptr<Engine> create()
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
auto [sdl_window, sdl_renderer] = sdl::CreateWindowAndRenderer(
config::get_window_title(),
config::window_width,
config::window_height,
0
);
return std::unique_ptr<Engine>(
new Engine{
std::move(sdl_window),
Renderer{std::move(sdl_renderer)}
}
);
}
bool keep_running() const
{
return keep_running_;
@ -57,19 +82,8 @@ export namespace core
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)
bool handle_event(const sdl::Event* event)
{
if (event->type == SDL_EVENT_QUIT) {
// Exit the application

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@ -1,24 +0,0 @@
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())
{}
};
}

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@ -1,51 +1,47 @@
module;
#include <memory>
#include <SDL3/SDL.h>
#include <utility>
export module core.renderer;
import utils.memory;
import wrappers.sdl;
export namespace core
{
// TODO: Rename this class to RenderServer or something to distinguish it from sdl::Renderer?
class Renderer
{
std::unique_ptr<
SDL_Renderer,
utils::FuncDeleter<SDL_DestroyRenderer>
> sdl_renderer_ = nullptr;
sdl::Renderer sdl_renderer_;
public:
Renderer() = default;
Renderer() = delete;
explicit Renderer(SDL_Renderer* sdl_renderer)
: sdl_renderer_(sdl_renderer)
explicit Renderer(sdl::Renderer&& sdl_renderer)
: sdl_renderer_{std::move(sdl_renderer)}
{}
// TODO: Remove this when not needed anymore
constexpr SDL_Renderer* get_sdl_renderer() const
constexpr sdl::Renderer& get_sdl_renderer()
{
return sdl_renderer_.get();
return sdl_renderer_;
}
// TODO: Rename clear/present to start_render/finish_render or similar?
void clear() const
void start_frame() const
{
SDL_RenderClear(sdl_renderer_.get());
sdl_renderer_.clear();
}
void present() const
void finish_frame() const
{
SDL_RenderPresent(sdl_renderer_.get());
sdl_renderer_.present();
}
// 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
void render_texture(
const sdl::Texture& texture,
const sdl::FRect* src_rect,
const sdl::FRect* dest_rect
) const
{
SDL_RenderTexture(sdl_renderer_.get(), texture, src_rect, dest_rect);
sdl_renderer_.render_texture(texture, src_rect, dest_rect);
}
};
}

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@ -1,48 +0,0 @@
module;
#include <memory>
#include <string>
#include <SDL3/SDL.h>
export module core.window;
import core.exceptions;
import core.renderer;
import utils.memory;
export namespace core
{
class Window
{
std::unique_ptr<
SDL_Window,
utils::FuncDeleter<SDL_DestroyWindow>
> sdl_window_ = nullptr;
public:
Window() = default;
explicit Window(SDL_Window* sdl_window)
: sdl_window_(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}};
}
};
}