Replace Game::initialize() with factory method

This commit is contained in:
Lexi / Zoe 2025-11-23 23:46:10 +01:00
parent d180b8a5b4
commit e37eb0b03f
Signed by: binaryDiv
GPG key ID: F8D4956E224DA232
6 changed files with 43 additions and 37 deletions

View file

@ -1,5 +1,6 @@
module;
#include <cassert>
#include <memory>
#include <SDL3/SDL.h>
@ -15,35 +16,49 @@ export namespace game
{
class Game
{
// Whether this class is currently instantiated (to prevent multiple instances)
static bool instantiated_;
// Reference to the engine
core::Engine& engine_;
// Sprite for testing
std::unique_ptr<Sprite> sprite_ = nullptr;
std::unique_ptr<Sprite> sprite_{nullptr};
// Private constructor
explicit Game(core::Engine& engine)
: engine_(engine)
{
// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
auto texture = sdl_image::LoadTexture(
engine_.get_renderer().get_sdl_renderer(),
"assets/neocat.png"
);
sprite_ = std::make_unique<Sprite>(std::move(texture), 100, 100);
}
public:
Game() = delete;
explicit Game(core::Engine& engine)
: engine_(engine)
{}
// No copy or move operations because we have a reference to the engine
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
~Game() = default;
void initialize()
~Game()
{
// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
auto texture = sdl_image::LoadTexture(
engine_.get_renderer().get_sdl_renderer(),
"assets/neocat.png"
);
instantiated_ = false;
}
sprite_ = std::make_unique<Sprite>(std::move(texture), 100, 100);
static std::unique_ptr<Game> create(core::Engine& engine)
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
return std::unique_ptr<Game>{
new Game(engine)
};
}
// Handles an SDL event. Returns true if the event has been handled.
@ -75,4 +90,6 @@ export namespace game
{
}
};
bool Game::instantiated_ = false;
}