Threading for renderer, textures, entities, game state

This commit is contained in:
2026-03-11 09:01:10 +01:00
parent 755e14ad62
commit d748ca63a0
12 changed files with 218 additions and 30 deletions

View File

@@ -5,31 +5,52 @@ namespace Game::Renderer {
Renderer::Renderer() : mRenderer(nullptr) {}
Renderer::~Renderer() {
destroy();
}
void Renderer::destroy() {
if (mRenderer) {
SDL_DestroyRenderer(mRenderer);
mRenderer = nullptr;
LOG("Destroyed Renderer");
}
}
bool Renderer::init(SDL_Window* window) {
mRenderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
mRenderer = SDL_CreateRenderer(window, nullptr);
if (!mRenderer) {
std::string errorMsg = "Failed to create renderer: " + std::string(SDL_GetError());
ERROR(errorMsg.c_str());
return false;
}
SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255); // Temp
if (!SDL_SetRenderDrawColor(mRenderer, 0, 0, 255, 255)) {
ERROR("Failed to set renderer draw color: " << SDL_GetError());
return false;
}
LOG("Renderer created successfully");
return true;
}
void Renderer::clear() {
SDL_RenderClear(mRenderer);
void Renderer::run(std::stop_token stoken) {
while (!stoken.stop_requested()) {
mClear();
// Get gamestate mutex and render the objects here; GameState::getState().objects or something, idk
mPresent();
}
}
void Renderer::present() {
SDL_RenderPresent(mRenderer);
void Renderer::mClear() {
if (!SDL_RenderClear(mRenderer)) {
ERROR("Failed to clear renderer: " << SDL_GetError());
}
}
void Renderer::mPresent() {
if (!SDL_RenderPresent(mRenderer)) {
ERROR("Failed to present renderer: " << SDL_GetError());
}
}
}

33
src/renderer/texture.cpp Normal file
View File

@@ -0,0 +1,33 @@
#include <renderer/texture.hpp>
namespace Game::Renderer {
Texture::Texture(std::string& path, Renderer* renderer, std::string id)
: mTex(nullptr), mId(id) {
SDL_Surface* surf = IMG_Load(path.c_str());
if (!surf) {
ERROR("Failed to load image at " << path);
return;
}
mTex = SDL_CreateTextureFromSurface(renderer->getSDLRenderer(), surf);
SDL_DestroySurface(surf);
}
Texture::Texture(const Texture& other) {
// Copy the references, since copying memory would require re-initing a bunch of things - for now
this->mTex = other.mTex;
}
Texture& Texture::operator=(const Texture& other) {
// Same reasoning
this->mTex = other.mTex;
return *this;
}
Texture::~Texture() {
if (mTex)
SDL_DestroyTexture(mTex);
LOG("Destroyed texture '" << mId << "'")
}
}

25
src/state/gamestate.cpp Normal file
View File

@@ -0,0 +1,25 @@
#include <state/gamestate.hpp>
#include <iostream>
namespace Game::State {
// TODO: Caller should also hold these locks
const std::vector<Object::Entity>& GameState::getEntities() {
std::shared_lock lock(mMutex);
return mEntities;
}
std::vector<Object::Entity>* GameState::getEntitiesRef() {
std::shared_lock lock(mMutex);
return &mEntities;
}
Object::Entity* GameState::getAtIndex(size_t at) {
std::shared_lock lock(mMutex);
try {
return &mEntities.at(at);
} catch (const std::out_of_range& e) {
WARN("Tried to access entity from GameState out of range!");
return nullptr;
}
}
}

View File

@@ -1,21 +1,33 @@
#include <window/window.hpp>
namespace Game::Window {
Window::Window() : mWindow(nullptr), mRunning(false), mRenderer() {}
Window::Window() : mWindow(nullptr), mRunning(false) {
}
Window::~Window() {
// Stop render thread
if (mRenderThread.joinable()) {
mRenderThread.request_stop();
mRenderThread.join();
}
mRenderer.destroy();
if (mWindow) {
SDL_DestroyWindow(mWindow);
mWindow = nullptr;
mRunning = false;
LOG("Window destroyed successfully");
SDL_Quit();
}
SDL_Quit();
}
bool Window::init(int width, int height, const std::string& title) {
if (SDL_Init(SDL_INIT_VIDEO) < 0) { return false; }
mWindow = SDL_CreateWindow(title.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);
if (!SDL_Init(SDL_INIT_VIDEO)) {
ERROR("Failed to initialize SDL: " << SDL_GetError());
return false;
}
mWindow = SDL_CreateWindow(title.c_str(), width, height, SDL_WINDOW_RESIZABLE);
if (!mWindow) {
ERROR("Failed to create window: " << SDL_GetError());
SDL_Quit();
@@ -24,12 +36,14 @@ namespace Game::Window {
LOG("Window created successfully");
// Spawn new thread for renderer
if (!mRenderer.init(mWindow)) {
SDL_DestroyWindow(mWindow);
mWindow = nullptr;
SDL_Quit();
return false;
}
mRenderThread = std::jthread(std::bind_front(&Renderer::Renderer::run, &mRenderer));
mRunning = true;
@@ -40,16 +54,12 @@ namespace Game::Window {
SDL_Event event;
while (mRunning) {
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
if (event.type == SDL_EVENT_QUIT) {
mRunning = false;
}
// Handle other events (e.g., keyboard, mouse) here
}
mRenderer.clear();
// Render game objects here
mRenderer.present();
}
}
}