Add SDL example
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89
examples/sdl_app/src/sdl_app.cppm
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89
examples/sdl_app/src/sdl_app.cppm
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module;
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#include <iostream>
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#include <string>
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#include <SDL3/SDL.h>
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import sprite;
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export module sdl_app;
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export {
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struct AppState {
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SDL_Window* window = nullptr;
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SDL_Renderer* renderer = nullptr;
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Sprite* sprite = nullptr;
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};
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SDL_AppResult sdl_panic(
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const std::string& error_prefix,
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SDL_Window* window = nullptr,
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SDL_Renderer* renderer = nullptr
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) {
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std::cerr << error_prefix << ": " << SDL_GetError() << std::endl;
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if (renderer != nullptr) {
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SDL_DestroyRenderer(renderer);
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}
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if (window != nullptr) {
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SDL_DestroyWindow(window);
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}
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SDL_Quit();
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return SDL_APP_FAILURE;
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}
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SDL_AppResult sdl_app_init(AppState* app_state) {
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
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return sdl_panic("SDL_Init error");
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}
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app_state->window = SDL_CreateWindow("BuildSystemTest", 640, 480, 0);
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if (app_state->window == nullptr) {
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return sdl_panic("SDL_CreateWindow error");
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}
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app_state->renderer = SDL_CreateRenderer(app_state->window, nullptr);
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if (app_state->renderer == nullptr) {
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return sdl_panic("SDL_CreateRenderer error", app_state->window);
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}
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try {
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app_state->sprite = new Sprite(app_state->renderer, "assets/neocat.png", 100, 100);
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}
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catch (const std::runtime_error& e) {
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return sdl_panic(e.what(), app_state->window, app_state->renderer);
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult sdl_app_event(const AppState* app_state, const SDL_Event* event) {
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS;
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}
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if (event->type == SDL_EVENT_MOUSE_MOTION) {
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app_state->sprite->move(
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event->motion.x - 50,
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event->motion.y - 50
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);
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult sdl_app_iterate(const AppState* app_state) {
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SDL_RenderClear(app_state->renderer);
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app_state->sprite->render(app_state->renderer);
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SDL_RenderPresent(app_state->renderer);
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return SDL_APP_CONTINUE;
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}
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void sdl_app_shutdown(const AppState* app_state) {
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delete app_state->sprite;
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SDL_DestroyRenderer(app_state->renderer);
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SDL_DestroyWindow(app_state->window);
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}
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}
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