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engine-pro
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e37eb0b03f | |
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d180b8a5b4 | |
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After Width: | Height: | Size: 3.5 KiB |
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After Width: | Height: | Size: 3.4 KiB |
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@ -8,3 +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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# TODO: In a release build, set -DNDEBUG
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@ -0,0 +1,87 @@
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module;
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#include <iostream>
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#include <memory>
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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 game.game;
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import wrappers.sdl;
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export
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{
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class App
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{
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std::unique_ptr<core::Engine> engine_{nullptr};
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std::unique_ptr<game::Game> game_{nullptr};
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public:
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App() = default;
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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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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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sdl::Init(sdl::InitFlags::Video | sdl::InitFlags::Events);
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// Create engine (includes window and renderer) and game state
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engine_ = core::Engine::create();
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game_ = game::Game::create(*engine_);
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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::AppResult::Failure;
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}
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return sdl::AppResult::Continue;
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}
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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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game_->handle_event(event);
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}
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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::AppResult::Failure;
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}
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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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{
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try {
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engine_->update();
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game_->update();
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game_->render();
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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::AppResult::Failure;
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}
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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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{
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engine_->shutdown();
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game_->shutdown();
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}
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};
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}
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@ -0,0 +1,36 @@
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module;
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#include <format>
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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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export namespace config
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{
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constexpr auto debug = DEBUG_BOOL;
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constexpr auto app_name = "Rutile Game Prototype";
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constexpr auto app_version = "0.0.1-dev";
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constexpr auto app_identifier = "dev.binarydiv.rutile_game";
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constexpr auto app_creator = "binaryDiv";
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constexpr auto app_copyright = "Copyright (c) 2025 binaryDiv";
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constexpr auto app_url = "https://git.0xbd.space/binaryDiv/rutile-game";
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constexpr auto window_width = 640;
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constexpr auto window_height = 480;
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constexpr auto get_window_title()
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{
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if constexpr (debug) {
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return std::format("{} ({}) [DEBUG]", app_name, app_version);
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}
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else {
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return std::format("{} ({})", app_name, app_version);
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}
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}
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}
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@ -0,0 +1,84 @@
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module;
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#include <cassert>
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#include <optional>
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#include <string>
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#include <SDL3/SDL.h>
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export module core.drawing.sprite;
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import core.render_server;
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import wrappers.sdl;
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export namespace core
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{
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class Sprite
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{
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// Texture ID (managed by TextureManager in RenderServer)
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TextureID texture_id_;
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// Texture source boundaries: which part of the texture to render
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sdl::FRect texture_boundaries_;
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// Texture offset: static offset that is added to the render position (BEFORE scale is applied)
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sdl::FPoint texture_offset_{0, 0};
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// Texture scale: factors applied to width/height (AFTER offset is applied)
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// TODO: Proper vector class?
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sdl::FPoint texture_scale_{1, 1};
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// Sprite position: where to render the sprite (world coordinates)
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sdl::FPoint position_{0, 0};
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public:
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explicit Sprite(
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const TextureID texture_id,
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const sdl::FRect texture_boundaries,
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const sdl::FPoint position,
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const sdl::FPoint texture_offset = {0, 0},
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const sdl::FPoint texture_scale = {1, 1}
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)
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: texture_id_{texture_id},
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texture_boundaries_{texture_boundaries},
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texture_offset_{texture_offset},
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texture_scale_{texture_scale},
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position_{position}
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{
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assert(texture_boundaries_.w > 0 && texture_boundaries_.h > 0);
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}
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static Sprite create_with_texture(
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RenderServer& render_server,
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const std::string& filename,
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std::optional<sdl::FRect> texture_boundaries,
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auto... args
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)
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{
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const TextureID texture_id = render_server.load_texture(filename);
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if (!texture_boundaries.has_value()) {
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const sdl::Texture& texture = render_server.get_texture(texture_id);
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texture_boundaries = texture.get_boundaries();
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}
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return Sprite(texture_id, texture_boundaries.value(), args...);
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}
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void set_position(const sdl::FPoint new_position)
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{
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position_ = new_position;
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}
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void draw(const RenderServer& render_server) const
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{
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const sdl::FRect dest_rect{
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position_.x + (texture_scale_.x * texture_offset_.x),
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position_.y + (texture_scale_.y * texture_offset_.y),
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texture_scale_.x * texture_boundaries_.w,
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texture_scale_.y * texture_boundaries_.h,
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};
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render_server.render_texture(texture_id_, &texture_boundaries_, &dest_rect);
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}
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};
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}
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@ -0,0 +1,105 @@
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module;
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#include <cassert>
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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.render_server;
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import wrappers.sdl;
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export namespace core
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{
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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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static bool instantiated_;
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// If this is set to false, the application will exit
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bool keep_running_ = true;
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sdl::Window window_;
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RenderServer render_server_;
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// Private constructor
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Engine(sdl::Window&& window, sdl::Renderer&& renderer)
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: window_{std::move(window)},
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render_server_{std::move(renderer)}
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{
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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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Engine(Engine&&) = delete;
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Engine& operator=(Engine&&) = delete;
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~Engine()
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{
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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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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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}
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sdl::Window& get_window()
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{
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return window_;
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}
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RenderServer& get_render_server()
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{
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return render_server_;
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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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{
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if (event->type == sdl::EventType::Quit) {
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// Exit the application
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keep_running_ = false;
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return true;
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}
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return false;
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}
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void update()
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{
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}
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void shutdown()
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{
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}
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};
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bool Engine::instantiated_ = false;
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}
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@ -0,0 +1,89 @@
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module;
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#include <string>
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#include <utility>
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export module core.render_server;
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import core.resource_manager;
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import core.texture_loader;
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import wrappers.sdl;
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export namespace core
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{
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using TextureID = unsigned int;
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using TextureManager = ResourceManager<TextureID, sdl::Texture, TextureLoader>;
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class RenderServer
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{
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sdl::Renderer renderer_;
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TextureLoader texture_loader_;
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TextureManager texture_manager_;
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public:
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RenderServer() = delete;
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explicit RenderServer(sdl::Renderer&& renderer)
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: renderer_{std::move(renderer)},
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texture_loader_{renderer_},
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texture_manager_{texture_loader_}
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{}
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// No copy or move operations
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RenderServer(const RenderServer&) = delete;
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RenderServer& operator=(const RenderServer&) = delete;
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RenderServer(RenderServer&&) = delete;
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RenderServer& operator=(RenderServer&&) = delete;
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~RenderServer() = default;
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constexpr sdl::Renderer& get_renderer()
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{
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return renderer_;
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}
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/**
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* Load a texture from a file (if not loaded yet) and return its texture ID.
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*/
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constexpr TextureID load_texture(const std::string& filename)
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{
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return texture_manager_.load_resource_by_name(filename);
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}
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/**
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* Get a reference to a texture by its texture ID.
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*/
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constexpr const sdl::Texture& get_texture(const TextureID texture_id) const
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{
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return texture_manager_.get_resource(texture_id);
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}
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void start_frame() const
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{
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renderer_.clear();
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}
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void finish_frame() const
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{
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renderer_.present();
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}
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void render_texture(
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const TextureID texture_id,
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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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render_texture(get_texture(texture_id), src_rect, dest_rect);
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}
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constexpr 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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renderer_.render_texture(texture, src_rect, dest_rect);
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}
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};
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}
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@ -0,0 +1,122 @@
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module;
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#include <cassert>
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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export module core.resource_manager;
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export namespace core
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{
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template <typename ResourceLoaderType, typename ResourceType>
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concept IsResourceLoader = requires(ResourceLoaderType loader, const std::string& name)
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{
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{ loader.load_resource(name) } -> std::same_as<ResourceType>;
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};
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|
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template <
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typename ResourceIDType,
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typename ResourceType,
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IsResourceLoader<ResourceType> ResourceLoaderType
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>
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class ResourceManager
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{
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// Resource loader
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ResourceLoaderType& resource_loader_;
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|
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// Registry of loaded resources, array index is resource ID
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std::vector<ResourceType> resource_registry_;
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|
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// Mapping of all loaded resources from (file) name to resource ID
|
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std::map<std::string, ResourceIDType> resource_name_map_;
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|
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public:
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ResourceManager() = delete;
|
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|
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explicit ResourceManager(ResourceLoaderType& resource_loader)
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: resource_loader_{resource_loader}
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{}
|
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|
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// No copy or move operations
|
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ResourceManager(const ResourceManager&) = delete;
|
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ResourceManager& operator=(const ResourceManager&) = delete;
|
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ResourceManager(ResourceManager&&) = delete;
|
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ResourceManager& operator=(ResourceManager&&) = delete;
|
||||
|
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~ResourceManager() = default;
|
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|
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/**
|
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* Adds a new resource to the registry and returns its ID.
|
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*/
|
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ResourceIDType add_resource(ResourceType&& resource)
|
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{
|
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// Add resource to end of vector
|
||||
resource_registry_.push_back(std::move(resource));
|
||||
|
||||
// Return the index of the newly added resource
|
||||
return static_cast<ResourceIDType>(resource_registry_.size() - 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a new resource to the registry, associates the name with it and returns its ID.
|
||||
*/
|
||||
ResourceIDType add_resource(ResourceType&& resource, const std::string& name)
|
||||
{
|
||||
// Add resource
|
||||
ResourceIDType resource_id = add_resource(std::move(resource));
|
||||
|
||||
// Associate name with resource ID for future access
|
||||
resource_name_map_.emplace(name, resource_id);
|
||||
|
||||
return resource_id;
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets the resource ID for a given resource name, or `std::nullopt` if the resource was not found.
|
||||
*/
|
||||
std::optional<ResourceIDType> get_resource_id_by_name(const std::string& name) const
|
||||
{
|
||||
// Check if resource is already loaded
|
||||
if (
|
||||
const auto search = resource_name_map_.find(name);
|
||||
search != resource_name_map_.end()
|
||||
) {
|
||||
// Return resource ID
|
||||
return search->second;
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Loads a resource (e.g. from a file) and adds it to the registry if it isn't loaded yet.
|
||||
* Returns the resource ID.
|
||||
*/
|
||||
ResourceIDType load_resource_by_name(const std::string& name)
|
||||
{
|
||||
// Check if resource is already loaded
|
||||
if (
|
||||
auto resource_id = get_resource_id_by_name(name);
|
||||
resource_id.has_value()
|
||||
) {
|
||||
return resource_id.value();
|
||||
}
|
||||
|
||||
// Load resource and add it to the registry
|
||||
return add_resource(resource_loader_.load_resource(name), name);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a reference to the resource with the given ID.
|
||||
* The reference is not guaranteed to be valid after adding new resources to the registry.
|
||||
* Assumes that the resource ID is valid.
|
||||
*/
|
||||
const ResourceType& get_resource(const ResourceIDType resource_id) const
|
||||
{
|
||||
assert(resource_id < resource_registry_.size());
|
||||
return resource_registry_[resource_id];
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,35 @@
|
|||
module;
|
||||
|
||||
#include <string>
|
||||
|
||||
export module core.texture_loader;
|
||||
|
||||
import core.resource_manager;
|
||||
import wrappers.sdl;
|
||||
import wrappers.sdl_image;
|
||||
|
||||
export namespace core
|
||||
{
|
||||
class TextureLoader
|
||||
{
|
||||
sdl::Renderer& renderer_;
|
||||
|
||||
public:
|
||||
explicit TextureLoader(sdl::Renderer& renderer)
|
||||
: renderer_{renderer}
|
||||
{}
|
||||
|
||||
// No copy or move operations (reference)
|
||||
TextureLoader(const TextureLoader&) = delete;
|
||||
TextureLoader& operator=(const TextureLoader&) = delete;
|
||||
TextureLoader(TextureLoader&&) = delete;
|
||||
TextureLoader& operator=(TextureLoader&&) = delete;
|
||||
|
||||
~TextureLoader() = default;
|
||||
|
||||
sdl::Texture load_resource(const std::string& filename) const
|
||||
{
|
||||
return sdl_image::LoadTexture(renderer_, filename);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,115 @@
|
|||
module;
|
||||
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module game.game;
|
||||
|
||||
import core.drawing.sprite;
|
||||
import core.engine;
|
||||
import core.render_server;
|
||||
import wrappers.sdl;
|
||||
import wrappers.sdl_image;
|
||||
|
||||
export namespace game
|
||||
{
|
||||
class Game
|
||||
{
|
||||
// Whether this class is currently instantiated (to prevent multiple instances)
|
||||
static bool instantiated_;
|
||||
|
||||
// Reference to the engine
|
||||
core::Engine& engine_;
|
||||
|
||||
// Sprites for testing
|
||||
core::Sprite player_sprite_;
|
||||
std::vector<core::Sprite> sprites_;
|
||||
|
||||
// Private constructor
|
||||
explicit Game(core::Engine& engine)
|
||||
: engine_(engine),
|
||||
player_sprite_{
|
||||
core::Sprite::create_with_texture(
|
||||
engine_.get_render_server(),
|
||||
"assets/sprites/neocat_64.png",
|
||||
std::nullopt,
|
||||
sdl::FPoint{0, 0},
|
||||
sdl::FPoint{-32, -32}
|
||||
)
|
||||
}
|
||||
{}
|
||||
|
||||
public:
|
||||
Game() = delete;
|
||||
|
||||
// No copy or move operations because we have a reference to the engine
|
||||
Game(const Game&) = delete;
|
||||
Game& operator=(const Game&) = delete;
|
||||
Game(Game&&) = delete;
|
||||
Game& operator=(Game&&) = delete;
|
||||
|
||||
~Game()
|
||||
{
|
||||
instantiated_ = false;
|
||||
}
|
||||
|
||||
static std::unique_ptr<Game> create(core::Engine& engine)
|
||||
{
|
||||
// Prevent the class from being instantiated multiple times
|
||||
assert(!instantiated_);
|
||||
return std::unique_ptr<Game>{
|
||||
new Game(engine)
|
||||
};
|
||||
}
|
||||
|
||||
// Handles an SDL event. Returns true if the event has been handled.
|
||||
bool handle_event(const sdl::Event* event)
|
||||
{
|
||||
if (event->type == sdl::EventType::MouseMotion) {
|
||||
player_sprite_.set_position({event->motion.x, event->motion.y});
|
||||
return true;
|
||||
}
|
||||
|
||||
if (event->type == sdl::EventType::MouseButtonUp) {
|
||||
sprites_.push_back(
|
||||
core::Sprite::create_with_texture(
|
||||
engine_.get_render_server(),
|
||||
"assets/sprites/neofox_64.png",
|
||||
std::nullopt,
|
||||
sdl::FPoint{event->motion.x, event->motion.y},
|
||||
sdl::FPoint{-32, -32}
|
||||
)
|
||||
);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void update()
|
||||
{
|
||||
}
|
||||
|
||||
void render() const
|
||||
{
|
||||
const auto& render_server = engine_.get_render_server();
|
||||
render_server.start_frame();
|
||||
|
||||
for (const core::Sprite& sprite : sprites_) {
|
||||
sprite.draw(render_server);
|
||||
}
|
||||
player_sprite_.draw(render_server);
|
||||
|
||||
render_server.finish_frame();
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
bool Game::instantiated_ = false;
|
||||
}
|
||||
31
src/main.cpp
31
src/main.cpp
|
|
@ -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 static_cast<SDL_AppResult>(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 static_cast<SDL_AppResult>(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 static_cast<SDL_AppResult>(app->iterate());
|
||||
}
|
||||
|
||||
void SDL_AppQuit(void* appstate, const SDL_AppResult /*result*/)
|
||||
{
|
||||
const auto* app = static_cast<App*>(appstate);
|
||||
app->shutdown();
|
||||
delete app;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
@ -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);
|
||||
}
|
||||
};
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
module;
|
||||
|
||||
export module utils.memory;
|
||||
|
||||
export namespace utils
|
||||
{
|
||||
/**
|
||||
* Template to generate deleters for `std::unique_ptr` from functions, e.g. to free SDL resources.
|
||||
*
|
||||
* @tparam delete_func Function that takes a pointer to a resource and deletes the resource.
|
||||
*/
|
||||
template <auto delete_func>
|
||||
struct FuncDeleter
|
||||
{
|
||||
template <typename T>
|
||||
constexpr void operator()(T* ptr) const noexcept
|
||||
{
|
||||
delete_func(ptr);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
@ -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;
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
module;
|
||||
|
||||
#include <format>
|
||||
#include <stdexcept>
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.error;
|
||||
|
||||
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.
|
||||
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())
|
||||
{}
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,30 @@
|
|||
module;
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
|
||||
export module wrappers.sdl.events;
|
||||
|
||||
export namespace sdl
|
||||
{
|
||||
// Simple alias for SDL_Event union
|
||||
using Event = SDL_Event;
|
||||
|
||||
// Alias for EventType enum
|
||||
using EventType_t = SDL_EventType;
|
||||
|
||||
/**
|
||||
* Wrapper for the SDL_EventType enum.
|
||||
*
|
||||
* We're using a namespace here to emulate an enum-like interface, without having to copy the entire enum.
|
||||
* More constants can be added on demand.
|
||||
*/
|
||||
namespace EventType
|
||||
{
|
||||
constexpr EventType_t Quit = SDL_EVENT_QUIT;
|
||||
constexpr EventType_t KeyDown = SDL_EVENT_KEY_DOWN;
|
||||
constexpr EventType_t KeyUp = SDL_EVENT_KEY_UP;
|
||||
constexpr EventType_t MouseMotion = SDL_EVENT_MOUSE_MOTION;
|
||||
constexpr EventType_t MouseButtonUp = SDL_EVENT_MOUSE_BUTTON_UP;
|
||||
constexpr EventType_t MouseButtonDown = SDL_EVENT_MOUSE_BUTTON_DOWN;
|
||||
}
|
||||
}
|
||||
|
|
@ -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 +1,140 @@
|
|||
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_;
|
||||
|
||||
public:
|
||||
Texture() = delete;
|
||||
|
||||
explicit Texture(SDL_Texture* raw_texture)
|
||||
: raw_texture_{raw_texture}
|
||||
{}
|
||||
|
||||
constexpr SDL_Texture* get_raw() const
|
||||
{
|
||||
assert(raw_texture_);
|
||||
return raw_texture_.get();
|
||||
}
|
||||
|
||||
constexpr int get_width() const
|
||||
{
|
||||
return raw_texture_->w;
|
||||
}
|
||||
|
||||
constexpr int get_height() const
|
||||
{
|
||||
return raw_texture_->h;
|
||||
}
|
||||
|
||||
constexpr FRect get_boundaries() const
|
||||
{
|
||||
return {0, 0, static_cast<float>(raw_texture_->w), static_cast<float>(raw_texture_->h)};
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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_;
|
||||
|
||||
public:
|
||||
Renderer() = delete;
|
||||
|
||||
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_;
|
||||
|
||||
public:
|
||||
Window() = delete;
|
||||
|
||||
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