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

View file

@ -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