Refactor code into classes

This commit is contained in:
Lexi / Zoe 2025-11-17 21:17:45 +01:00
parent 0743e6dc62
commit 5c3e0e3a86
Signed by: binaryDiv
GPG Key ID: F8D4956E224DA232
12 changed files with 584 additions and 190 deletions

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@ -8,3 +8,4 @@ default_target: linux
targets:
linux:
output_file: rutile_game
cpp_flags_extra: -DDEBUG

109
src/app.cppm Normal file
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@ -0,0 +1,109 @@
module;
#include <iostream>
#include <memory>
#include <string>
#include <SDL3/SDL.h>
export module app;
import config;
import core.engine;
import core.exceptions;
import game.game;
export
{
class App
{
std::unique_ptr<core::Engine> engine_ = nullptr;
std::unique_ptr<game::Game> game_ = nullptr;
public:
App() = default;
// No copy operations
App(const App&) = delete;
App& operator=(const App&) = delete;
// Default move operations
App(App&&) = default;
App& operator=(App&&) = default;
~App() = default;
SDL_AppResult initialize()
{
try {
// Set SDL application metadata
set_app_metadata(SDL_PROP_APP_METADATA_NAME_STRING, config::app_name);
set_app_metadata(SDL_PROP_APP_METADATA_VERSION_STRING, config::app_version);
set_app_metadata(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, config::app_identifier);
set_app_metadata(SDL_PROP_APP_METADATA_CREATOR_STRING, config::app_creator);
set_app_metadata(SDL_PROP_APP_METADATA_COPYRIGHT_STRING, config::app_copyright);
set_app_metadata(SDL_PROP_APP_METADATA_URL_STRING, config::app_url);
set_app_metadata(SDL_PROP_APP_METADATA_TYPE_STRING, "game");
// Initialize SDL subsystems
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
throw core::SDLException("SDL_Init");
}
engine_ = std::make_unique<core::Engine>();
engine_->initialize();
game_ = std::make_unique<game::Game>(*engine_);
game_->initialize();
}
catch (const std::runtime_error& e) {
std::cerr << "Unhandled exception during initialization: " << e.what() << '\n';
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
static void set_app_metadata(const char* property_name, const char* value)
{
if (!SDL_SetAppMetadataProperty(property_name, value)) {
throw core::SDLException("SDL_SetAppMetadataProperty");
}
}
SDL_AppResult handle_event(const SDL_Event* event)
{
try {
if (!engine_->handle_event(event)) {
game_->handle_event(event);
}
}
catch (const std::runtime_error& e) {
std::cerr << "Unhandled exception during event handling: " << e.what() << '\n';
return SDL_APP_FAILURE;
}
return engine_->keep_running() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
}
SDL_AppResult iterate()
{
try {
engine_->update();
game_->update();
game_->render();
}
catch (const std::runtime_error& e) {
std::cerr << "Unhandled exception during updating: " << e.what() << '\n';
return SDL_APP_FAILURE;
}
return engine_->keep_running() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
}
void shutdown() const
{
engine_->shutdown();
game_->shutdown();
}
};
}

36
src/config.cppm Normal file
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@ -0,0 +1,36 @@
module;
#include <format>
#ifdef DEBUG
#define DEBUG_BOOL true
#else
#define DEBUG_BOOL false
#endif
export module config;
export namespace config
{
constexpr auto debug = DEBUG_BOOL;
constexpr auto app_name = "Rutile Game Prototype";
constexpr auto app_version = "0.0.1-dev";
constexpr auto app_identifier = "dev.binarydiv.rutile_game";
constexpr auto app_creator = "binaryDiv";
constexpr auto app_copyright = "Copyright (c) 2025 binaryDiv";
constexpr auto app_url = "https://git.0xbd.space/binaryDiv/rutile-game";
constexpr auto window_width = 640;
constexpr auto window_height = 480;
constexpr auto get_window_title()
{
if constexpr (debug) {
return std::format("{} ({}) [DEBUG]", app_name, app_version);
}
else {
return std::format("{} ({})", app_name, app_version);
}
}
}

95
src/core/engine.cppm Normal file
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@ -0,0 +1,95 @@
module;
#include <cassert>
#include <tuple>
#include <SDL3/SDL.h>
export module core.engine;
import config;
import core.renderer;
import core.window;
export namespace core
{
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;
Window window_;
Renderer renderer_;
public:
Engine()
{
// Prevent the class from being instantiated multiple times
assert(!instantiated_);
instantiated_ = true;
}
// No copy operations
Engine(const Engine&) = delete;
Engine& operator=(const Engine&) = delete;
// Default move operations
Engine(Engine&&) = default;
Engine& operator=(Engine&&) = default;
~Engine()
{
instantiated_ = false;
}
bool keep_running() const
{
return keep_running_;
}
Window& get_window()
{
return window_;
}
Renderer& get_renderer()
{
return renderer_;
}
// TODO: Should this be moved to the constructor?
void initialize()
{
std::tie(window_, renderer_) = Window::create_window_and_renderer(
config::get_window_title(),
config::window_width,
config::window_height,
0
);
}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const SDL_Event* event)
{
if (event->type == SDL_EVENT_QUIT) {
// Exit the application
keep_running_ = false;
return true;
}
return false;
}
void update()
{
}
void shutdown()
{
}
};
bool Engine::instantiated_ = false;
}

24
src/core/exceptions.cppm Normal file
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@ -0,0 +1,24 @@
module;
#include <format>
#include <stdexcept>
#include <SDL3/SDL.h>
export module core.exceptions;
export namespace core
{
// Exception that wraps an SDL error (which SDL function caused the error, what's the error).
// SDL_GetError() is used in the constructor to get the error message unless specified explicitly.
class SDLException final : public std::runtime_error
{
public:
explicit SDLException(const std::string& sdl_func, const std::string& sdl_error)
: runtime_error(std::format("Error in SDL function {}: {}", sdl_func, sdl_error))
{}
explicit SDLException(const std::string& sdl_func)
: SDLException(sdl_func, SDL_GetError())
{}
};
}

72
src/core/renderer.cppm Normal file
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@ -0,0 +1,72 @@
module;
#include <SDL3/SDL.h>
export module core.renderer;
export namespace core
{
class Renderer
{
// TODO: Use unique_ptr with custom deleters
SDL_Renderer* sdl_renderer_ = nullptr;
public:
Renderer() = default;
explicit Renderer(SDL_Renderer* sdl_renderer)
: sdl_renderer_(sdl_renderer)
{}
// No copy operations
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
// Move constructor
Renderer(Renderer&& other) noexcept
: sdl_renderer_(other.sdl_renderer_)
{
other.sdl_renderer_ = nullptr;
}
// Move assignment
Renderer& operator=(Renderer&& other) noexcept
{
sdl_renderer_ = other.sdl_renderer_;
other.sdl_renderer_ = nullptr;
return *this;
}
~Renderer()
{
if (sdl_renderer_ != nullptr) {
SDL_DestroyRenderer(sdl_renderer_);
}
}
// TODO: Remove this when not needed anymore
SDL_Renderer* get_sdl_renderer() const
{
return sdl_renderer_;
}
// TODO: Rename clear/present to start_render/finish_render or similar?
void clear() const
{
SDL_RenderClear(sdl_renderer_);
}
void present() const
{
SDL_RenderPresent(sdl_renderer_);
}
// TODO: Replace SDL_Texture pointer with Texture class
// TODO: Also replace SDL_FRect with something SDL-independent (although for performance it might make sense
// to just type-alias it?)
void render_texture(SDL_Texture* texture, const SDL_FRect* src_rect, const SDL_FRect* dest_rect) const
{
SDL_RenderTexture(sdl_renderer_, texture, src_rect, dest_rect);
}
};
}

70
src/core/window.cppm Normal file
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@ -0,0 +1,70 @@
module;
#include <string>
#include <SDL3/SDL.h>
export module core.window;
import core.exceptions;
import core.renderer;
export namespace core
{
class Window
{
// TODO: Use unique_ptr with custom deleters
SDL_Window* sdl_window_ = nullptr;
public:
Window() = default;
explicit Window(SDL_Window* sdl_window)
: sdl_window_(sdl_window)
{}
// No copy operations
Window(const Window&) = delete;
Window& operator=(const Window&) = delete;
// Move constructor
Window(Window&& other) noexcept
: sdl_window_(other.sdl_window_)
{
other.sdl_window_ = nullptr;
}
// Move assignment
Window& operator=(Window&& other) noexcept
{
sdl_window_ = other.sdl_window_;
other.sdl_window_ = nullptr;
return *this;
}
~Window()
{
if (sdl_window_ != nullptr) {
SDL_DestroyWindow(sdl_window_);
}
}
static std::pair<Window, Renderer> create_window_and_renderer(
const std::string& title,
const int width,
const int height,
const SDL_WindowFlags window_flags
)
{
SDL_Window* sdl_window = nullptr;
SDL_Renderer* sdl_renderer = nullptr;
if (!SDL_CreateWindowAndRenderer(
title.c_str(), width, height, window_flags, &sdl_window, &sdl_renderer
)) {
throw SDLException("SDL_CreateWindowAndRenderer");
}
return {Window{sdl_window}, Renderer{sdl_renderer}};
}
};
}

72
src/game/game.cppm Normal file
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@ -0,0 +1,72 @@
module;
#include <memory>
#include <SDL3/SDL.h>
export module game.game;
import core.engine;
import core.renderer;
import game.sprite;
export namespace game
{
class Game
{
core::Engine& engine_;
// Sprite for testing
std::unique_ptr<Sprite> sprite_ = nullptr;
public:
Game() = delete;
explicit Game(core::Engine& engine)
: engine_(engine)
{}
// No copy operations
Game(const Game&) = delete;
Game& operator=(const Game&) = delete;
// No move operations - TODO?
Game(Game&&) = delete;
Game& operator=(Game&&) = delete;
~Game() = default;
void initialize()
{
sprite_ = std::make_unique<Sprite>(engine_.get_renderer(), "assets/neocat.png", 100, 100);
}
// Handles an SDL event. Returns true if the event has been handled.
bool handle_event(const SDL_Event* event) const
{
if (event->type == SDL_EVENT_MOUSE_MOTION) {
sprite_->move(
event->motion.x - 50,
event->motion.y - 50
);
return true;
}
return false;
}
void update()
{
}
void render() const
{
const auto& renderer = engine_.get_renderer();
renderer.clear();
sprite_->draw(renderer);
renderer.present();
}
void shutdown()
{
}
};
}

88
src/game/sprite.cppm Normal file
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@ -0,0 +1,88 @@
module;
#include <string>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
export module game.sprite;
import core.exceptions;
import core.renderer;
// TODO: Move this to a different namespace (core, drawing, ...?)
export namespace game
{
class Sprite
{
// TODO: Move texture to separate class
SDL_Texture* sdl_texture;
SDL_FRect dest_rect{0, 0, 0, 0};
public:
explicit Sprite(
core::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 core::SDLException("IMG_Load");
}
sdl_texture = SDL_CreateTextureFromSurface(renderer.get_sdl_renderer(), texture_surface);
SDL_DestroySurface(texture_surface);
if (sdl_texture == nullptr) {
throw core::SDLException("SDL_CreateTextureFromSurface");
}
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 draw(const core::Renderer& renderer) const
{
renderer.render_texture(sdl_texture, nullptr, &dest_rect);
}
};
}

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@ -1,27 +1,30 @@
import sdl_app;
import app;
#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL_main.h>
SDL_AppResult SDL_AppInit(void** appstate, int /*argc*/, char** /*argv*/)
SDL_AppResult SDL_AppInit(void** appstate, const 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));
auto* app = new App;
*appstate = app;
return app->initialize();
}
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
return sdl_app_event(static_cast<AppState*>(appstate), event);
auto* app = static_cast<App*>(appstate);
return app->handle_event(event);
}
void SDL_AppQuit(void* appstate, SDL_AppResult /*result*/)
SDL_AppResult SDL_AppIterate(void* appstate)
{
const auto* game_app_state = static_cast<AppState*>(appstate);
sdl_app_shutdown(game_app_state);
delete game_app_state;
auto* app = static_cast<App*>(appstate);
return app->iterate();
}
void SDL_AppQuit(void* appstate, const SDL_AppResult /*result*/)
{
auto* app = static_cast<App*>(appstate);
app->shutdown();
delete app;
}

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@ -1,95 +0,0 @@
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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@ -1,81 +0,0 @@
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);
}
};