118 lines
3 KiB
C++
118 lines
3 KiB
C++
module;
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#include <cassert>
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#include <memory>
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export module rutile.core.engine;
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import rutile.config;
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import rutile.core.render_server;
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import rutile.core.ui.ui_server;
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import wrappers.sdl;
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export namespace rutile
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{
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class Engine
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{
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// Whether this class is currently instantiated (to prevent multiple instances)
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static bool instantiated_;
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// If this is set to false, the application will exit
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bool keep_running_ = true;
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sdl::Window window_;
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RenderServer render_server_;
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UIServer ui_server_;
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// Private constructor
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Engine(sdl::Window&& window, sdl::Renderer&& renderer)
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: window_{std::move(window)},
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render_server_{std::move(renderer)},
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ui_server_{render_server_.get_renderer(), window_}
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{
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instantiated_ = true;
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}
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public:
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Engine() = delete;
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// No copy or move operations
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Engine(const Engine&) = delete;
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Engine& operator=(const Engine&) = delete;
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Engine(Engine&&) = delete;
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Engine& operator=(Engine&&) = delete;
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~Engine()
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{
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instantiated_ = false;
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}
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static std::unique_ptr<Engine> create()
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{
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// Prevent the class from being instantiated multiple times
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assert(!instantiated_);
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auto [sdl_window, sdl_renderer] = sdl::CreateWindowAndRenderer(
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config::get_window_title(),
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config::window_width,
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config::window_height,
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0
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);
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// NOLINTBEGIN: "Allocated memory is leaked"
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return std::unique_ptr<Engine>{
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new Engine{
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std::move(sdl_window),
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std::move(sdl_renderer)
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}
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};
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// NOLINTEND
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}
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bool keep_running() const
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{
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return keep_running_;
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}
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sdl::Window& get_window()
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{
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return window_;
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}
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RenderServer& get_render_server()
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{
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return render_server_;
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}
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UIServer& get_ui_server()
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{
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return ui_server_;
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}
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// Handles an SDL event. Returns true if the event has been handled.
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bool handle_event(const sdl::Event& event)
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{
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if (event.type == sdl::EventTypes::Quit) {
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// Exit the application
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keep_running_ = false;
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return true;
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}
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if (ui_server_.handle_event(event)) {
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return true;
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}
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return false;
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}
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void update()
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{
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}
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void shutdown()
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{
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}
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};
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bool Engine::instantiated_ = false;
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}
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