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

11
src/wrappers/sdl.cppm Normal file
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module;
export module wrappers.sdl;
// Export submodules
export import wrappers.sdl.error;
export import wrappers.sdl.events;
export import wrappers.sdl.init;
export import wrappers.sdl.rect;
export import wrappers.sdl.render;
export import wrappers.sdl.video;

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module;
#include <format>
#include <stdexcept>
#include <SDL3/SDL.h>
export module wrappers.sdl.error;
export namespace sdl
{
// 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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module;
#include <SDL3/SDL.h>
export module wrappers.sdl.events;
export namespace sdl
{
// Simple alias for SDL_Event union
using Event = SDL_Event;
}

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module;
#include <type_traits>
#include <SDL3/SDL.h>
export module wrappers.sdl.init;
import wrappers.sdl.error;
export namespace sdl
{
using InitFlags_t = SDL_InitFlags;
/**
* Wrapper for the SDL_InitFlags enum/constants.
*
* We're using a namespace here to emulate an enum-like interface. If we used an actual enum, we would have to
* explicitly define bit-wise operations for it (as well as for every other kind of bit flag enum.
* (Maybe in the future this can be replaced with a more elegant template-based solution or something.)
*/
namespace InitFlags
{
constexpr InitFlags_t Audio = SDL_INIT_AUDIO;
constexpr InitFlags_t Video = SDL_INIT_VIDEO;
constexpr InitFlags_t Joystick = SDL_INIT_JOYSTICK;
constexpr InitFlags_t Haptic = SDL_INIT_HAPTIC;
constexpr InitFlags_t Gamepad = SDL_INIT_GAMEPAD;
constexpr InitFlags_t Events = SDL_INIT_EVENTS;
constexpr InitFlags_t Sensor = SDL_INIT_SENSOR;
constexpr InitFlags_t Camera = SDL_INIT_CAMERA;
}
/**
* Wrapper around the SDL_AppResult enum.
*/
enum class AppResult : std::underlying_type_t<SDL_AppResult>
{
Continue = SDL_APP_CONTINUE,
Success = SDL_APP_SUCCESS,
Failure = SDL_APP_FAILURE,
};
/**
* Wrapper around SDL_Init().
*/
constexpr void Init(const InitFlags_t flags)
{
if (!SDL_Init(flags)) {
throw SDLException("SDL_Init");
}
}
/**
* Wrapper around SDL_SetAppMetadataProperty().
*/
constexpr void SetAppMetadataProperty(const char* property_name, const char* value)
{
if (!SDL_SetAppMetadataProperty(property_name, value)) {
throw SDLException("SDL_SetAppMetadataProperty");
}
}
}

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module;
#include <SDL3/SDL.h>
export module wrappers.sdl.rect;
export namespace sdl
{
// Wrappers around SDL_Point and SDL_FPoint (change to wrapper classes when needed)
using FPoint = SDL_FPoint;
using Point = SDL_Point;
/**
* Wrapper around SDL_FRect using class inheritance.
*/
class FRect : public SDL_FRect
{
/**
* Wrapper around SDL_RectEmptyFloat().
* @return True if the floating point rectangle takes no space.
*/
constexpr bool is_empty() const
{
return SDL_RectEmptyFloat(this);
}
};
/**
* Wrapper around SDL_Rect using class inheritance.
*/
class Rect : public SDL_Rect
{
/**
* Wrapper around SDL_RectEmpty().
* @return True if the rectangle takes no space.
*/
constexpr bool is_empty() const
{
return SDL_RectEmpty(this);
}
};
}

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module;
#include <cassert>
#include <memory>
#include <SDL3/SDL.h>
export module wrappers.sdl.render;
import utils.memory;
import wrappers.sdl.error;
import wrappers.sdl.rect;
import wrappers.sdl.video;
export namespace sdl
{
/**
* Wrapper around SDL_Texture that manages its lifecycle with a unique_ptr.
*/
class Texture
{
std::unique_ptr<
SDL_Texture,
utils::FuncDeleter<SDL_DestroyTexture>
> raw_texture_ = nullptr;
public:
Texture() = default;
explicit Texture(SDL_Texture* raw_texture)
: raw_texture_{raw_texture}
{}
constexpr SDL_Texture* get_raw() const
{
assert(raw_texture_);
return raw_texture_.get();
}
};
/**
* Wrapper around SDL_Renderer that manages its lifecycle with a unique_ptr.
*/
class Renderer
{
std::unique_ptr<
SDL_Renderer,
utils::FuncDeleter<SDL_DestroyRenderer>
> raw_renderer_ = nullptr;
public:
Renderer() = default;
explicit Renderer(SDL_Renderer* raw_renderer)
: raw_renderer_{raw_renderer}
{}
constexpr SDL_Renderer* get_raw() const
{
assert(raw_renderer_);
return raw_renderer_.get();
}
/**
* Wrapper around SDL_RenderClear().
* Uses assert to verify the function returned true.
*/
constexpr void clear() const
{
// TODO: These functions probably should never fail? Change this to a runtime exception if necessary.
if (!SDL_RenderClear(get_raw())) {
assert(!"SDL_RenderClear returned false");
}
}
/**
* Wrapper around SDL_RenderPresent().
* Uses assert to verify the function returned true.
*/
constexpr void present() const
{
if (!SDL_RenderPresent(get_raw())) {
assert(!"SDL_RenderPresent returned false");
}
}
/**
* Wrapper around SDL_RenderTexture().
* Uses assert to verify the function returned true.
*/
constexpr void render_texture(
const Texture& texture,
const FRect* src_rect,
const FRect* dest_rect
) const
{
if (!SDL_RenderTexture(get_raw(), texture.get_raw(), src_rect, dest_rect)) {
assert(!"SDL_RenderTexture returned false");
}
}
};
/**
* Wrapper around SDL_CreateWindowAndRenderer().
* Returns a pair of a Window and a Renderer object.
* Throws an SDLException on failure.
*/
std::pair<Window, Renderer> CreateWindowAndRenderer(
const std::string& title,
const int width,
const int height,
const SDL_WindowFlags window_flags
)
{
SDL_Window* raw_window = nullptr;
SDL_Renderer* raw_renderer = nullptr;
if (!SDL_CreateWindowAndRenderer(
title.c_str(), width, height, window_flags, &raw_window, &raw_renderer
)) {
throw SDLException("SDL_CreateWindowAndRenderer");
}
return {Window{raw_window}, Renderer{raw_renderer}};
}
}

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module;
#include <cassert>
#include <memory>
#include <SDL3/SDL.h>
export module wrappers.sdl.video;
import utils.memory;
export namespace sdl
{
/**
* Wrapper around SDL_Window that manages its lifecycle with a unique_ptr.
*/
class Window
{
std::unique_ptr<
SDL_Window,
utils::FuncDeleter<SDL_DestroyWindow>
> raw_window_ = nullptr;
public:
Window() = default;
explicit Window(SDL_Window* raw_window)
: raw_window_{raw_window}
{}
constexpr SDL_Window* get_raw() const
{
assert(raw_window_);
return raw_window_.get();
}
};
}

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module;
#include <string>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
export module wrappers.sdl_image;
import utils.memory;
import wrappers.sdl.error;
import wrappers.sdl.render;
export namespace sdl_image
{
/**
* Wrapper around IMG_LoadTexture().
*/
sdl::Texture LoadTexture(const sdl::Renderer& renderer, const std::string& filename)
{
SDL_Texture* sdl_texture = IMG_LoadTexture(renderer.get_raw(), filename.c_str());
if (sdl_texture == nullptr) {
throw sdl::SDLException("IMG_LoadTexture");
}
return sdl::Texture{sdl_texture};
}
}