rutile-game/src/rutile/core/engine.cppm

118 lines
3 KiB
C++

module;
#include <cassert>
#include <memory>
export module rutile.core.engine;
import rutile.config;
import rutile.core.render_server;
import rutile.core.ui.ui_server;
import wrappers.sdl;
export namespace rutile
{
class Engine
{
// Whether this class is currently instantiated (to prevent multiple instances)
static bool instantiated_;
// If this is set to false, the application will exit
bool keep_running_ = true;
sdl::Window window_;
RenderServer render_server_;
UIServer ui_server_;
// Private constructor
Engine(sdl::Window&& window, sdl::Renderer&& renderer)
: window_{std::move(window)},
render_server_{std::move(renderer)},
ui_server_{render_server_.get_renderer(), window_}
{
instantiated_ = true;
}
public:
Engine() = delete;
// No copy or move operations
Engine(const Engine&) = delete;
Engine& operator=(const Engine&) = delete;
Engine(Engine&&) = delete;
Engine& operator=(Engine&&) = delete;
~Engine()
{
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
);
// NOLINTBEGIN: "Allocated memory is leaked"
return std::unique_ptr<Engine>{
new Engine{
std::move(sdl_window),
std::move(sdl_renderer)
}
};
// NOLINTEND
}
bool keep_running() const
{
return keep_running_;
}
sdl::Window& get_window()
{
return window_;
}
RenderServer& get_render_server()
{
return render_server_;
}
UIServer& get_ui_server()
{
return ui_server_;
}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const sdl::Event& event)
{
if (event.type == sdl::EventTypes::Quit) {
// Exit the application
keep_running_ = false;
return true;
}
if (ui_server_.handle_event(event)) {
return true;
}
return false;
}
void update()
{
}
void shutdown()
{
}
};
bool Engine::instantiated_ = false;
}