Add simple boilerplace SDL code
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src/main.cpp
28
src/main.cpp
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@ -1,5 +1,27 @@
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#include <iostream>
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import sdl_app;
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int main() {
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std::cout << "Meow" << std::endl;
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL_main.h>
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SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/)
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{
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*appstate = new AppState;
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return sdl_app_init(static_cast<AppState*>(*appstate));
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}
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SDL_AppResult SDL_AppIterate(void* appstate)
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{
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return sdl_app_iterate(static_cast<AppState*>(appstate));
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}
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SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
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{
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return sdl_app_event(static_cast<AppState*>(appstate), event);
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}
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void SDL_AppQuit(void* appstate, SDL_AppResult /*result*/)
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{
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const auto* game_app_state = static_cast<AppState*>(appstate);
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sdl_app_shutdown(game_app_state);
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delete game_app_state;
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}
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@ -0,0 +1,95 @@
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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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export module sdl_app;
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import sprite;
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export {
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struct AppState
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{
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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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{
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std::cerr << error_prefix << ": " << SDL_GetError() << '\n';
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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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{
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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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{
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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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{
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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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{
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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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module;
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#include <stdexcept>
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#include <string>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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export module sprite;
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export class Sprite
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{
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SDL_Texture* sdl_texture;
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SDL_FRect dest_rect{0, 0, 0, 0};
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public:
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explicit Sprite(
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SDL_Renderer* renderer,
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const std::string& filename,
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const int width,
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const int height
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)
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{
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SDL_Surface* texture_surface = IMG_Load(filename.c_str());
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if (texture_surface == nullptr) {
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throw std::runtime_error("IMG_Load error");
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}
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sdl_texture = SDL_CreateTextureFromSurface(renderer, texture_surface);
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SDL_DestroySurface(texture_surface);
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if (sdl_texture == nullptr) {
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throw std::runtime_error("SDL_CreateTextureFromSurface error");
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}
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dest_rect.w = static_cast<float>(width);
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dest_rect.h = static_cast<float>(height);
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}
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// Don't allow copy operations
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Sprite(const Sprite&) = delete;
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Sprite& operator=(const Sprite&) = delete;
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// Move constructor
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Sprite(Sprite&& other) noexcept
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: sdl_texture(other.sdl_texture),
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dest_rect(other.dest_rect)
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{
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other.sdl_texture = nullptr;
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}
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// Move assignment
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Sprite& operator=(Sprite&& other) noexcept
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{
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// Move inner resources from other
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sdl_texture = other.sdl_texture;
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dest_rect = other.dest_rect;
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// Reset other to make it safe for deletion
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other.sdl_texture = nullptr;
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return *this;
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}
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~Sprite()
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{
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if (sdl_texture != nullptr) {
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SDL_DestroyTexture(sdl_texture);
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}
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}
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void move(const float x, const float y)
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{
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dest_rect.x = x;
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dest_rect.y = y;
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}
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void render(SDL_Renderer* renderer) const
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{
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SDL_RenderTexture(renderer, sdl_texture, nullptr, &dest_rect);
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}
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};
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