Add simple boilerplace SDL code

This commit is contained in:
Lexi / Zoe 2025-10-22 17:04:43 +02:00
parent a5f858641f
commit 0743e6dc62
Signed by: binaryDiv
GPG Key ID: F8D4956E224DA232
4 changed files with 201 additions and 3 deletions

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assets/neocat.png Normal file

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#include <iostream> import sdl_app;
int main() { #define SDL_MAIN_USE_CALLBACKS
std::cout << "Meow" << std::endl; #include <SDL3/SDL_main.h>
SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/)
{
*appstate = new AppState;
return sdl_app_init(static_cast<AppState*>(*appstate));
}
SDL_AppResult SDL_AppIterate(void* appstate)
{
return sdl_app_iterate(static_cast<AppState*>(appstate));
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
return sdl_app_event(static_cast<AppState*>(appstate), event);
}
void SDL_AppQuit(void* appstate, SDL_AppResult /*result*/)
{
const auto* game_app_state = static_cast<AppState*>(appstate);
sdl_app_shutdown(game_app_state);
delete game_app_state;
} }

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

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src/sprite.cppm Normal file
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module;
#include <stdexcept>
#include <string>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
export module sprite;
export class Sprite
{
SDL_Texture* sdl_texture;
SDL_FRect dest_rect{0, 0, 0, 0};
public:
explicit Sprite(
SDL_Renderer* renderer,
const std::string& filename,
const int width,
const int height
)
{
SDL_Surface* texture_surface = IMG_Load(filename.c_str());
if (texture_surface == nullptr) {
throw std::runtime_error("IMG_Load error");
}
sdl_texture = SDL_CreateTextureFromSurface(renderer, texture_surface);
SDL_DestroySurface(texture_surface);
if (sdl_texture == nullptr) {
throw std::runtime_error("SDL_CreateTextureFromSurface error");
}
dest_rect.w = static_cast<float>(width);
dest_rect.h = static_cast<float>(height);
}
// Don't allow copy operations
Sprite(const Sprite&) = delete;
Sprite& operator=(const Sprite&) = delete;
// Move constructor
Sprite(Sprite&& other) noexcept
: sdl_texture(other.sdl_texture),
dest_rect(other.dest_rect)
{
other.sdl_texture = nullptr;
}
// Move assignment
Sprite& operator=(Sprite&& other) noexcept
{
// Move inner resources from other
sdl_texture = other.sdl_texture;
dest_rect = other.dest_rect;
// Reset other to make it safe for deletion
other.sdl_texture = nullptr;
return *this;
}
~Sprite()
{
if (sdl_texture != nullptr) {
SDL_DestroyTexture(sdl_texture);
}
}
void move(const float x, const float y)
{
dest_rect.x = x;
dest_rect.y = y;
}
void render(SDL_Renderer* renderer) const
{
SDL_RenderTexture(renderer, sdl_texture, nullptr, &dest_rect);
}
};