Add wrappers for SDL functions and structs
This commit is contained in:
parent
4277f4c818
commit
d180b8a5b4
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@ -8,4 +8,4 @@ default_target: linux
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targets:
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linux:
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output_file: rutile_game
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cpp_flags_extra: -DDEBUG
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# TODO: In a release build, set -DNDEBUG
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49
src/app.cppm
49
src/app.cppm
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@ -2,15 +2,14 @@ module;
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#include <iostream>
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#include <memory>
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#include <string>
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#include <SDL3/SDL.h>
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export module app;
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import config;
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import core.engine;
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import core.exceptions;
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import game.game;
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import wrappers.sdl;
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export
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{
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@ -22,45 +21,35 @@ export
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public:
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App() = default;
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SDL_AppResult initialize()
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sdl::AppResult initialize()
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{
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try {
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// Set SDL application metadata
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set_app_metadata(SDL_PROP_APP_METADATA_NAME_STRING, config::app_name);
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set_app_metadata(SDL_PROP_APP_METADATA_VERSION_STRING, config::app_version);
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set_app_metadata(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, config::app_identifier);
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set_app_metadata(SDL_PROP_APP_METADATA_CREATOR_STRING, config::app_creator);
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set_app_metadata(SDL_PROP_APP_METADATA_COPYRIGHT_STRING, config::app_copyright);
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set_app_metadata(SDL_PROP_APP_METADATA_URL_STRING, config::app_url);
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set_app_metadata(SDL_PROP_APP_METADATA_TYPE_STRING, "game");
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_NAME_STRING, config::app_name);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_VERSION_STRING, config::app_version);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_IDENTIFIER_STRING, config::app_identifier);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_CREATOR_STRING, config::app_creator);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_COPYRIGHT_STRING, config::app_copyright);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_URL_STRING, config::app_url);
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sdl::SetAppMetadataProperty(SDL_PROP_APP_METADATA_TYPE_STRING, "game");
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// Initialize SDL subsystems
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS)) {
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throw core::SDLException("SDL_Init");
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}
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sdl::Init(sdl::InitFlags::Video | sdl::InitFlags::Events);
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engine_ = std::make_unique<core::Engine>();
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engine_->initialize();
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engine_ = core::Engine::create();
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game_ = std::make_unique<game::Game>(*engine_);
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game_->initialize();
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}
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catch (const std::runtime_error& e) {
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std::cerr << "Unhandled exception during initialization: " << e.what() << '\n';
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return SDL_APP_FAILURE;
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return sdl::AppResult::Failure;
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}
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return SDL_APP_CONTINUE;
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return sdl::AppResult::Continue;
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}
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static void set_app_metadata(const char* property_name, const char* value)
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{
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if (!SDL_SetAppMetadataProperty(property_name, value)) {
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throw core::SDLException("SDL_SetAppMetadataProperty");
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}
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}
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SDL_AppResult handle_event(const SDL_Event* event)
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sdl::AppResult handle_event(const sdl::Event* event)
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{
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try {
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if (!engine_->handle_event(event)) {
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@ -69,13 +58,13 @@ export
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}
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catch (const std::runtime_error& e) {
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std::cerr << "Unhandled exception during event handling: " << e.what() << '\n';
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return SDL_APP_FAILURE;
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return sdl::AppResult::Failure;
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}
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return engine_->keep_running() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
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return engine_->keep_running() ? sdl::AppResult::Continue : sdl::AppResult::Success;
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}
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SDL_AppResult iterate()
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sdl::AppResult iterate()
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{
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try {
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engine_->update();
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@ -84,10 +73,10 @@ export
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}
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catch (const std::runtime_error& e) {
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std::cerr << "Unhandled exception during updating: " << e.what() << '\n';
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return SDL_APP_FAILURE;
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return sdl::AppResult::Failure;
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}
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return engine_->keep_running() ? SDL_APP_CONTINUE : SDL_APP_SUCCESS;
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return engine_->keep_running() ? sdl::AppResult::Continue : sdl::AppResult::Success;
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}
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void shutdown() const
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@ -2,10 +2,10 @@ module;
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#include <format>
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#ifdef DEBUG
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#define DEBUG_BOOL true
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#else
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#ifdef NDEBUG
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#define DEBUG_BOOL false
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#else
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#define DEBUG_BOOL true
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#endif
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export module config;
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@ -1,17 +1,19 @@
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module;
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#include <cassert>
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#include <tuple>
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#include <memory>
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#include <SDL3/SDL.h>
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export module core.engine;
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import config;
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import core.renderer;
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import core.window;
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import wrappers.sdl;
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export namespace core
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{
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using Window = sdl::Window;
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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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@ -23,14 +25,17 @@ export namespace core
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Window window_;
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Renderer renderer_;
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public:
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Engine()
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// Private constructor
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Engine(Window&& window, Renderer&& renderer)
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: window_{std::move(window)},
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renderer_{std::move(renderer)}
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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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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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@ -42,6 +47,26 @@ export namespace core
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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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return std::unique_ptr<Engine>(
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new Engine{
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std::move(sdl_window),
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Renderer{std::move(sdl_renderer)}
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}
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);
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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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@ -57,19 +82,8 @@ export namespace core
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return renderer_;
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}
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// TODO: Should this be moved to the constructor?
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void initialize()
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{
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std::tie(window_, renderer_) = Window::create_window_and_renderer(
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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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}
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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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bool handle_event(const sdl::Event* event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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// Exit the application
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@ -1,51 +1,47 @@
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module;
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#include <memory>
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#include <SDL3/SDL.h>
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#include <utility>
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export module core.renderer;
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import utils.memory;
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import wrappers.sdl;
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export namespace core
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{
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// TODO: Rename this class to RenderServer or something to distinguish it from sdl::Renderer?
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class Renderer
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{
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std::unique_ptr<
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SDL_Renderer,
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utils::FuncDeleter<SDL_DestroyRenderer>
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> sdl_renderer_ = nullptr;
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sdl::Renderer sdl_renderer_;
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public:
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Renderer() = default;
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Renderer() = delete;
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explicit Renderer(SDL_Renderer* sdl_renderer)
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: sdl_renderer_(sdl_renderer)
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explicit Renderer(sdl::Renderer&& sdl_renderer)
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: sdl_renderer_{std::move(sdl_renderer)}
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{}
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// TODO: Remove this when not needed anymore
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constexpr SDL_Renderer* get_sdl_renderer() const
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constexpr sdl::Renderer& get_sdl_renderer()
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{
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return sdl_renderer_.get();
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return sdl_renderer_;
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}
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// TODO: Rename clear/present to start_render/finish_render or similar?
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void clear() const
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void start_frame() const
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{
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SDL_RenderClear(sdl_renderer_.get());
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sdl_renderer_.clear();
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}
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void present() const
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void finish_frame() const
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{
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SDL_RenderPresent(sdl_renderer_.get());
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sdl_renderer_.present();
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}
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// TODO: Replace SDL_Texture pointer with Texture class
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// TODO: Also replace SDL_FRect with something SDL-independent (although for performance it might make sense
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// to just type-alias it?)
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void render_texture(SDL_Texture* texture, const SDL_FRect* src_rect, const SDL_FRect* dest_rect) const
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void render_texture(
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const sdl::Texture& texture,
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const sdl::FRect* src_rect,
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const sdl::FRect* dest_rect
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) const
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{
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SDL_RenderTexture(sdl_renderer_.get(), texture, src_rect, dest_rect);
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sdl_renderer_.render_texture(texture, src_rect, dest_rect);
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}
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};
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}
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@ -1,48 +0,0 @@
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module;
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#include <memory>
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#include <string>
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#include <SDL3/SDL.h>
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export module core.window;
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import core.exceptions;
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import core.renderer;
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import utils.memory;
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export namespace core
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{
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class Window
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{
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std::unique_ptr<
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SDL_Window,
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utils::FuncDeleter<SDL_DestroyWindow>
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> sdl_window_ = nullptr;
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public:
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Window() = default;
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explicit Window(SDL_Window* sdl_window)
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: sdl_window_(sdl_window)
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{}
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static std::pair<Window, Renderer> create_window_and_renderer(
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const std::string& title,
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const int width,
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const int height,
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const SDL_WindowFlags window_flags
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)
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{
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SDL_Window* sdl_window = nullptr;
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SDL_Renderer* sdl_renderer = nullptr;
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if (!SDL_CreateWindowAndRenderer(
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title.c_str(), width, height, window_flags, &sdl_window, &sdl_renderer
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)) {
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throw SDLException("SDL_CreateWindowAndRenderer");
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}
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return {Window{sdl_window}, Renderer{sdl_renderer}};
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}
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};
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}
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@ -8,7 +8,8 @@ export module game.game;
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import core.engine;
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import core.renderer;
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import game.sprite;
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import resources.texture;
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import wrappers.sdl;
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import wrappers.sdl_image;
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export namespace game
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{
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@ -36,7 +37,8 @@ export namespace game
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void initialize()
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{
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auto texture = resources::Texture::load_from_file(
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// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
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auto texture = sdl_image::LoadTexture(
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engine_.get_renderer().get_sdl_renderer(),
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"assets/neocat.png"
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);
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@ -45,7 +47,7 @@ export namespace game
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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) const
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bool handle_event(const sdl::Event* event) const
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{
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if (event->type == SDL_EVENT_MOUSE_MOTION) {
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sprite_->move(
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@ -64,9 +66,9 @@ export namespace game
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void render() const
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{
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const auto& renderer = engine_.get_renderer();
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renderer.clear();
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renderer.start_frame();
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sprite_->draw(renderer);
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renderer.present();
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renderer.finish_frame();
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}
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void shutdown()
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@ -1,13 +1,12 @@
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module;
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#include <string>
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#include <utility>
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#include <SDL3/SDL.h>
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export module game.sprite;
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import core.exceptions;
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import core.renderer;
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import resources.texture;
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import wrappers.sdl;
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// TODO: Move this to a different namespace (core, drawing, ...?)
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export namespace game
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@ -15,12 +14,12 @@ export namespace game
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class Sprite
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{
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// TODO: Texture should be a reference/pointer to an object managed by a ResourceManager or similar.
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resources::Texture texture_;
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SDL_FRect dest_rect_{0, 0, 0, 0};
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sdl::Texture 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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resources::Texture&& texture,
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sdl::Texture&& texture,
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const int width,
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const int height
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)
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@ -48,7 +47,7 @@ export namespace game
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void draw(const core::Renderer& renderer) const
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{
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renderer.render_texture(texture_.get_sdl_texture(), nullptr, &dest_rect_);
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renderer.render_texture(texture_, nullptr, &dest_rect_);
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}
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};
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}
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@ -7,24 +7,24 @@ SDL_AppResult SDL_AppInit(void** appstate, const int /*argc*/, char** /*argv*/)
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{
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auto* app = new App;
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*appstate = app;
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return app->initialize();
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return static_cast<SDL_AppResult>(app->initialize());
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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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auto* app = static_cast<App*>(appstate);
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return app->handle_event(event);
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return static_cast<SDL_AppResult>(app->handle_event(event));
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}
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SDL_AppResult SDL_AppIterate(void* appstate)
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{
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auto* app = static_cast<App*>(appstate);
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return app->iterate();
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return static_cast<SDL_AppResult>(app->iterate());
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}
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void SDL_AppQuit(void* appstate, const SDL_AppResult /*result*/)
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{
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auto* app = static_cast<App*>(appstate);
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const auto* app = static_cast<App*>(appstate);
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app->shutdown();
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delete app;
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}
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@ -1,63 +0,0 @@
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module;
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#include <memory>
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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 resources.texture;
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import core.exceptions;
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import utils.memory;
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export namespace resources
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{
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class Texture
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{
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std::unique_ptr<
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SDL_Texture,
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utils::FuncDeleter<SDL_DestroyTexture>
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> sdl_texture_ = nullptr;
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public:
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Texture() = default;
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explicit Texture(SDL_Texture* sdl_texture)
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: sdl_texture_(sdl_texture)
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{}
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static Texture create_from_surface(
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SDL_Renderer* sdl_renderer,
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SDL_Surface* sdl_surface
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)
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{
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SDL_Texture* sdl_texture = SDL_CreateTextureFromSurface(sdl_renderer, sdl_surface);
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if (sdl_texture == nullptr) {
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throw core::SDLException("SDL_CreateTextureFromSurface");
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}
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return Texture{sdl_texture};
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}
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static Texture load_from_file(
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SDL_Renderer* sdl_renderer,
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const std::string& filename
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)
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{
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SDL_Texture* sdl_texture = IMG_LoadTexture(sdl_renderer, filename.c_str());
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if (sdl_texture == nullptr) {
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throw core::SDLException("IMG_LoadTexture");
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}
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return Texture{sdl_texture};
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}
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// TODO: Do we need this?
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constexpr SDL_Texture* get_sdl_texture() const
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{
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return sdl_texture_.get();
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}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
module;
|
||||
|
||||
export module wrappers.sdl;
|
||||
|
||||
// Export submodules
|
||||
export import wrappers.sdl.error;
|
||||
export import wrappers.sdl.events;
|
||||
export import wrappers.sdl.init;
|
||||
export import wrappers.sdl.rect;
|
||||
export import wrappers.sdl.render;
|
||||
export import wrappers.sdl.video;
|
||||
|
|
@ -4,9 +4,9 @@ module;
|
|||
#include <stdexcept>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module core.exceptions;
|
||||
export module wrappers.sdl.error;
|
||||
|
||||
export namespace core
|
||||
export namespace sdl
|
||||
{
|
||||
// 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.
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
module;
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.events;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
// Simple alias for SDL_Event union
|
||||
using Event = SDL_Event;
|
||||
}
|
||||
|
|
@ -0,0 +1,62 @@
|
|||
module;
|
||||
|
||||
#include <type_traits>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.init;
|
||||
|
||||
import wrappers.sdl.error;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
using InitFlags_t = SDL_InitFlags;
|
||||
|
||||
/**
|
||||
* Wrapper for the SDL_InitFlags enum/constants.
|
||||
*
|
||||
* We're using a namespace here to emulate an enum-like interface. If we used an actual enum, we would have to
|
||||
* explicitly define bit-wise operations for it (as well as for every other kind of bit flag enum.
|
||||
* (Maybe in the future this can be replaced with a more elegant template-based solution or something.)
|
||||
*/
|
||||
namespace InitFlags
|
||||
{
|
||||
constexpr InitFlags_t Audio = SDL_INIT_AUDIO;
|
||||
constexpr InitFlags_t Video = SDL_INIT_VIDEO;
|
||||
constexpr InitFlags_t Joystick = SDL_INIT_JOYSTICK;
|
||||
constexpr InitFlags_t Haptic = SDL_INIT_HAPTIC;
|
||||
constexpr InitFlags_t Gamepad = SDL_INIT_GAMEPAD;
|
||||
constexpr InitFlags_t Events = SDL_INIT_EVENTS;
|
||||
constexpr InitFlags_t Sensor = SDL_INIT_SENSOR;
|
||||
constexpr InitFlags_t Camera = SDL_INIT_CAMERA;
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrapper around the SDL_AppResult enum.
|
||||
*/
|
||||
enum class AppResult : std::underlying_type_t<SDL_AppResult>
|
||||
{
|
||||
Continue = SDL_APP_CONTINUE,
|
||||
Success = SDL_APP_SUCCESS,
|
||||
Failure = SDL_APP_FAILURE,
|
||||
};
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_Init().
|
||||
*/
|
||||
constexpr void Init(const InitFlags_t flags)
|
||||
{
|
||||
if (!SDL_Init(flags)) {
|
||||
throw SDLException("SDL_Init");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_SetAppMetadataProperty().
|
||||
*/
|
||||
constexpr void SetAppMetadataProperty(const char* property_name, const char* value)
|
||||
{
|
||||
if (!SDL_SetAppMetadataProperty(property_name, value)) {
|
||||
throw SDLException("SDL_SetAppMetadataProperty");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,42 @@
|
|||
module;
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.rect;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
// Wrappers around SDL_Point and SDL_FPoint (change to wrapper classes when needed)
|
||||
using FPoint = SDL_FPoint;
|
||||
using Point = SDL_Point;
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_FRect using class inheritance.
|
||||
*/
|
||||
class FRect : public SDL_FRect
|
||||
{
|
||||
/**
|
||||
* Wrapper around SDL_RectEmptyFloat().
|
||||
* @return True if the floating point rectangle takes no space.
|
||||
*/
|
||||
constexpr bool is_empty() const
|
||||
{
|
||||
return SDL_RectEmptyFloat(this);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_Rect using class inheritance.
|
||||
*/
|
||||
class Rect : public SDL_Rect
|
||||
{
|
||||
/**
|
||||
* Wrapper around SDL_RectEmpty().
|
||||
* @return True if the rectangle takes no space.
|
||||
*/
|
||||
constexpr bool is_empty() const
|
||||
{
|
||||
return SDL_RectEmpty(this);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,125 @@
|
|||
module;
|
||||
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.render;
|
||||
|
||||
import utils.memory;
|
||||
import wrappers.sdl.error;
|
||||
import wrappers.sdl.rect;
|
||||
import wrappers.sdl.video;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
/**
|
||||
* Wrapper around SDL_Texture that manages its lifecycle with a unique_ptr.
|
||||
*/
|
||||
class Texture
|
||||
{
|
||||
std::unique_ptr<
|
||||
SDL_Texture,
|
||||
utils::FuncDeleter<SDL_DestroyTexture>
|
||||
> raw_texture_ = nullptr;
|
||||
|
||||
public:
|
||||
Texture() = default;
|
||||
|
||||
explicit Texture(SDL_Texture* raw_texture)
|
||||
: raw_texture_{raw_texture}
|
||||
{}
|
||||
|
||||
constexpr SDL_Texture* get_raw() const
|
||||
{
|
||||
assert(raw_texture_);
|
||||
return raw_texture_.get();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_Renderer that manages its lifecycle with a unique_ptr.
|
||||
*/
|
||||
class Renderer
|
||||
{
|
||||
std::unique_ptr<
|
||||
SDL_Renderer,
|
||||
utils::FuncDeleter<SDL_DestroyRenderer>
|
||||
> raw_renderer_ = nullptr;
|
||||
|
||||
public:
|
||||
Renderer() = default;
|
||||
|
||||
explicit Renderer(SDL_Renderer* raw_renderer)
|
||||
: raw_renderer_{raw_renderer}
|
||||
{}
|
||||
|
||||
constexpr SDL_Renderer* get_raw() const
|
||||
{
|
||||
assert(raw_renderer_);
|
||||
return raw_renderer_.get();
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_RenderClear().
|
||||
* Uses assert to verify the function returned true.
|
||||
*/
|
||||
constexpr void clear() const
|
||||
{
|
||||
// TODO: These functions probably should never fail? Change this to a runtime exception if necessary.
|
||||
if (!SDL_RenderClear(get_raw())) {
|
||||
assert(!"SDL_RenderClear returned false");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_RenderPresent().
|
||||
* Uses assert to verify the function returned true.
|
||||
*/
|
||||
constexpr void present() const
|
||||
{
|
||||
if (!SDL_RenderPresent(get_raw())) {
|
||||
assert(!"SDL_RenderPresent returned false");
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_RenderTexture().
|
||||
* Uses assert to verify the function returned true.
|
||||
*/
|
||||
constexpr void render_texture(
|
||||
const Texture& texture,
|
||||
const FRect* src_rect,
|
||||
const FRect* dest_rect
|
||||
) const
|
||||
{
|
||||
if (!SDL_RenderTexture(get_raw(), texture.get_raw(), src_rect, dest_rect)) {
|
||||
assert(!"SDL_RenderTexture returned false");
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Wrapper around SDL_CreateWindowAndRenderer().
|
||||
* Returns a pair of a Window and a Renderer object.
|
||||
* Throws an SDLException on failure.
|
||||
*/
|
||||
std::pair<Window, Renderer> CreateWindowAndRenderer(
|
||||
const std::string& title,
|
||||
const int width,
|
||||
const int height,
|
||||
const SDL_WindowFlags window_flags
|
||||
)
|
||||
{
|
||||
SDL_Window* raw_window = nullptr;
|
||||
SDL_Renderer* raw_renderer = nullptr;
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer(
|
||||
title.c_str(), width, height, window_flags, &raw_window, &raw_renderer
|
||||
)) {
|
||||
throw SDLException("SDL_CreateWindowAndRenderer");
|
||||
}
|
||||
|
||||
return {Window{raw_window}, Renderer{raw_renderer}};
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,36 @@
|
|||
module;
|
||||
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.video;
|
||||
|
||||
import utils.memory;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
/**
|
||||
* Wrapper around SDL_Window that manages its lifecycle with a unique_ptr.
|
||||
*/
|
||||
class Window
|
||||
{
|
||||
std::unique_ptr<
|
||||
SDL_Window,
|
||||
utils::FuncDeleter<SDL_DestroyWindow>
|
||||
> raw_window_ = nullptr;
|
||||
|
||||
public:
|
||||
Window() = default;
|
||||
|
||||
explicit Window(SDL_Window* raw_window)
|
||||
: raw_window_{raw_window}
|
||||
{}
|
||||
|
||||
constexpr SDL_Window* get_raw() const
|
||||
{
|
||||
assert(raw_window_);
|
||||
return raw_window_.get();
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,28 @@
|
|||
module;
|
||||
|
||||
#include <string>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
|
||||
export module wrappers.sdl_image;
|
||||
|
||||
import utils.memory;
|
||||
import wrappers.sdl.error;
|
||||
import wrappers.sdl.render;
|
||||
|
||||
export namespace sdl_image
|
||||
{
|
||||
/**
|
||||
* Wrapper around IMG_LoadTexture().
|
||||
*/
|
||||
sdl::Texture LoadTexture(const sdl::Renderer& renderer, const std::string& filename)
|
||||
{
|
||||
SDL_Texture* sdl_texture = IMG_LoadTexture(renderer.get_raw(), filename.c_str());
|
||||
|
||||
if (sdl_texture == nullptr) {
|
||||
throw sdl::SDLException("IMG_LoadTexture");
|
||||
}
|
||||
|
||||
return sdl::Texture{sdl_texture};
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue