Repository: artemkir/cppinity
Pull request #3: Code refactoring
Author: login: artemkir
Created: 2025-03-09T19:00:48Z | Merged: 2025-03-09T19:08:51Z



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<!-- Korbit AI PR Description Start -->
## Description by Korbit AI

### What change is being made?

Refactor the code by extracting `SpriteRenderer` and `Texture` classes into separate header files.

### Why are these changes being made?

The refactoring improves code modularity and maintainability by isolating the `SpriteRenderer` class from the `RectRenderer` class and moving the `Texture` class from `SDLRenderer.h` to its own file. This streamlining allows each file to have a single responsibility, aligning with best practices for structuring a codebase efficiently.

> Is this description stale? Ask me to generate a new description by commenting `/korbit-generate-pr-description`
<!-- Korbit AI PR Description End -->

<!-- This is an auto-generated comment: release notes by coderabbit.ai -->
## Summary by CodeRabbit

- **New Features**
  - Introduced a new sprite rendering component for enhanced visual performance and texture management.
  
- **Refactor**
  - Updated rendering architecture by reorganizing texture management, improving resource efficiency and maintaining robust rendering capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->


Diff:
diff --git a/src/Components/RectRenderer.h b/src/Components/RectRenderer.h
index 22085bb..81ada6f 100644
--- a/src/Components/RectRenderer.h
+++ b/src/Components/RectRenderer.h
@@ -1,8 +1,5 @@
 #pragma once
 
-#include <array>
-#include "../Scene.h"
-
 // Renderer Component
 class RectRenderer : public RendererComponent {
 private:
@@ -31,30 +28,4 @@ class RectRenderer : public RendererComponent {
 		renderer.SetDrawColor(color.r, color.g, color.b, 255);
 		renderer.DrawRect(t.x, t.y, t.width, t.height);
 	}
-};
-
-// Sprite Renderer Class
-class SpriteRenderer : public RendererComponent {
-private:
-    std::shared_ptr<ITexture> texture;
-    
-public:
-    SpriteRenderer(std::shared_ptr<ITexture> texture_, int renderOrder_ = 0)
-        : RendererComponent(renderOrder_), 
-            texture(std::move(texture_))
-    {
-    }
-
-    void Start() override {
-        
-    }
-
-    ~SpriteRenderer() override = default;
-
-    void Render() override {
-        auto t = gameObject->GetTransform()->GetScreenTransform();
-        const auto& renderer = GetRenderer();
-
-        renderer.DrawTexture(t.x, t.y, t.width, t.height, *texture);
-    }
 };
\ No newline at end of file
diff --git a/src/Components/SpriteRenderer.h b/src/Components/SpriteRenderer.h
new file mode 100644
index 0000000..648cde8
--- /dev/null
+++ b/src/Components/SpriteRenderer.h
@@ -0,0 +1,24 @@
+#pragma once
+
+// Sprite Renderer Class
+class SpriteRenderer : public RendererComponent {
+private:
+    std::shared_ptr<ITexture> texture;
+
+public:
+    SpriteRenderer(std::shared_ptr<ITexture> texture_, int renderOrder_ = 0)
+        : RendererComponent(renderOrder_),
+        texture(std::move(texture_))
+    {
+    }
+
+    // No explicit cleanup needed as shared_ptr handles texture destruction
+    ~SpriteRenderer() override = default;
+
+    void Render() override {
+        auto t = gameObject->GetTransform()->GetScreenTransform();
+        const auto& renderer = GetRenderer();
+
+        renderer.DrawTexture(t.x, t.y, t.width, t.height, *texture);
+    }
+};
diff --git a/src/SDLRenderer.h b/src/SDLRenderer.h
index a449ce5..c238f6f 100644
--- a/src/SDLRenderer.h
+++ b/src/SDLRenderer.h
@@ -1,23 +1,6 @@
 #pragma once
 
-class Texture : public ITexture
-{
-	SDL_Texture* texture;
-
-public:
-
-	explicit Texture(SDL_Texture* tex) : texture(tex) {}
-	
-	~Texture() final {
-		if (texture) {
-			SDL_DestroyTexture(texture);
-		}
-	}
-
-	SDL_Texture* GetSDLTexture() const { return texture; }
-
-};
-
+#include "Texture.h"
 
 // SDL Renderer Implementation
 class SDLRenderer : public IRenderer {
diff --git a/src/Texture.h b/src/Texture.h
new file mode 100644
index 0000000..09f025f
--- /dev/null
+++ b/src/Texture.h
@@ -0,0 +1,19 @@
+#pragma once
+
+class Texture : public ITexture
+{
+	SDL_Texture* texture;
+
+public:
+
+	explicit Texture(SDL_Texture* tex) : texture(tex) {}
+
+	~Texture() final {
+		if (texture) {
+			SDL_DestroyTexture(texture);
+		}
+	}
+
+	SDL_Texture* GetSDLTexture() const { return texture; }
+
+};
\ No newline at end of file
diff --git a/src/game.cpp b/src/game.cpp
index 13cdfa7..d9a5602 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -33,6 +33,7 @@ const int TILE_SIZE = 10;
 #include "Components/RendererComponent.h"
 #include "Components/SimpleCollider.h"
 #include "Components/RectRenderer.h"
+#include "Components/SpriteRenderer.h"
 #include "Components/InputHandler.h"
 #include "Components/Animation.h"
 


Reviews:
user: login: sourcery-ai[bot]
body: Hey @artemkir - I've reviewed your changes - here's some feedback:

**Overall Comments**:
- Consider if `ITexture` should be forward-declared instead of including the full definition in `SpriteRenderer.h`.
- Moving `SpriteRenderer` to its own file improves code organization.

<details>
<summary>Here's what I looked at during the review</summary>

- 🟢 **General issues**: all looks good
- 🟢 **Security**: all looks good
- 🟢 **Testing**: all looks good
- 🟢 **Complexity**: all looks good
- 🟢 **Documentation**: all looks good
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state: COMMENTED
author_association: NONE
submitted_at: 2025-03-09T19:01:12Z
user: login: korbit-ai[bot]
body: I've completed my review and didn't find any issues... but I did find this unicorn.

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<details>
  <summary>Files scanned</summary>
&#8203;



| File Path | Reviewed |
| ------------------ | -------------- |
| src/game.cpp | ✅ |


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state: COMMENTED
author_association: NONE
submitted_at: 2025-03-09T19:02:19Z
user: login: coderabbitai[bot]
body: **Actionable comments posted: 2**

<details>
<summary>🧹 Nitpick comments (2)</summary><blockquote>

<details>
<summary>src/Components/SpriteRenderer.h (2)</summary><blockquote>

`1-4`: **Remove duplicate pragma once directive**

There are two `#pragma once` directives at the beginning of the file. Remove one of them to eliminate redundancy.

```diff
 #pragma once
 
-#pragma once
+
```

---

`20-21`: **Misleading comment about texture cleanup**

The comment "To proper texture cleanup" suggests that the destructor is responsible for cleaning up the texture. However, since you're using a shared_ptr, the cleanup is handled automatically when the last reference is gone.

Either remove the comment or clarify it:

```diff
-    //To proper texture cleanup
+    // No explicit cleanup needed as shared_ptr handles texture destruction
     ~SpriteRenderer() override = default;
```

</blockquote></details>

</blockquote></details>

<details>
<summary>📜 Review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: CHILL**
**Plan: Pro**

<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 247e3294d949fe6238eef65b7c36801ee54b4934 and 81ff2708d09382025eae4941e7fb5e770fe8e07e.

</details>

<details>
<summary>📒 Files selected for processing (5)</summary>

* `src/Components/RectRenderer.h` (0 hunks)
* `src/Components/SpriteRenderer.h` (1 hunks)
* `src/SDLRenderer.h` (1 hunks)
* `src/Texture.h` (1 hunks)
* `src/game.cpp` (1 hunks)

</details>

<details>
<summary>💤 Files with no reviewable changes (1)</summary>

* src/Components/RectRenderer.h

</details>

<details>
<summary>🔇 Additional comments (3)</summary><blockquote>

<details>
<summary>src/game.cpp (1)</summary>

`36-36`: **LGTM! Include added for new SpriteRenderer component**

The file is correctly updated to include the new SpriteRenderer header, which is used on line 120 for the apple game object.

</details>
<details>
<summary>src/SDLRenderer.h (1)</summary>

`3-3`: **LGTM! Include added for extracted Texture class**

The Texture class has been correctly extracted to its own file, and the include directive has been added appropriately.

</details>
<details>
<summary>src/Components/SpriteRenderer.h (1)</summary>

`23-28`: **LGTM! Render method implementation**

The Render method correctly retrieves the game object's transform and uses the renderer to draw the texture.

</details>

</blockquote></details>

</details>

<!-- This is an auto-generated comment by CodeRabbit for review status -->
state: COMMENTED
author_association: NONE
submitted_at: 2025-03-09T19:02:25Z

Review comments:
diff_hunk: @@ -0,0 +1,19 @@
+#pragma once
+
+class Texture : public ITexture
+{
+	SDL_Texture* texture;
+
+public:
+
+	explicit Texture(SDL_Texture* tex) : texture(tex) {}
+
+	~Texture() final {
+		if (texture) {
+			SDL_DestroyTexture(texture);
+		}
+	}
+
+	SDL_Texture* GetSDLTexture() const { return texture; }
+
+};
path: src/Texture.h
user: login: coderabbitai[bot]
body: _⚠️ Potential issue_

**Missing include directives for required headers**

The `Texture` class is dependent on `ITexture` and SDL libraries, but the necessary include statements are missing from this file.

Add the following include directives at the beginning of the file:

```diff
 #pragma once
 
+#include "ITexture.h"
+#include <SDL2/SDL.h>
+
 class Texture : public ITexture
 {
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
#pragma once

#include "ITexture.h"
#include <SDL2/SDL.h>

class Texture : public ITexture
{
	SDL_Texture* texture;

public:

	explicit Texture(SDL_Texture* tex) : texture(tex) {}

	~Texture() final {
		if (texture) {
			SDL_DestroyTexture(texture);
		}
	}

	SDL_Texture* GetSDLTexture() const { return texture; }

};
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-09T19:02:25Z
author_association: NONE
diff_hunk: @@ -0,0 +1,29 @@
+#pragma once
+
+#pragma once
+
+#include <array>
+#include "../Scene.h"
+
path: src/Components/SpriteRenderer.h
user: login: coderabbitai[bot]
body: _⚠️ Potential issue_

**Missing include directives for required headers**

The SpriteRenderer class relies on several other classes that aren't included in this file.

Add the following include directives:

```diff
 #include <array>
 #include "../Scene.h"
+#include "RendererComponent.h"
+#include "../ITexture.h"
```


<!-- suggestion_start -->

<details>
<summary>📝 Committable suggestion</summary>

> ‼️ **IMPORTANT**
> Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

`````suggestion
#include <array>
#include "../Scene.h"
#include "RendererComponent.h"
#include "../ITexture.h"
`````

</details>

<!-- suggestion_end -->

<!-- This is an auto-generated comment by CodeRabbit -->
created_at: 2025-03-09T19:02:25Z
author_association: NONE

PR comments:
user: login: sourcery-ai[bot]
created_at: 2025-03-09T19:00:52Z
body: <!-- Generated by sourcery-ai[bot]: start review_guide -->

## Reviewer's Guide by Sourcery

This pull request refactors the codebase by moving the `SpriteRenderer` and `Texture` class definitions into their own header files. This improves code organization and reduces unnecessary dependencies.

#### Updated class diagram for SpriteRenderer

```mermaid
classDiagram
    class SpriteRenderer {
        -std::shared_ptr<ITexture> texture
        +SpriteRenderer(std::shared_ptr<ITexture> texture_, int renderOrder_ = 0)
        +~SpriteRenderer()
        +Render() override
    }
    RendererComponent <|-- SpriteRenderer
    SpriteRenderer -- ITexture : has a
```

#### Updated class diagram for Texture

```mermaid
classDiagram
    class Texture {
        -SDL_Texture* texture
        +Texture(SDL_Texture* tex)
        +~Texture()
        +GetSDLTexture() const
    }
    ITexture <|-- Texture
```

### File-Level Changes

| Change | Details | Files |
| ------ | ------- | ----- |
| Move `SpriteRenderer` and `Texture` class definitions to their own respective header files. | <ul><li>Move `SpriteRenderer` class definition from `RectRenderer.h` to `SpriteRenderer.h`.</li><li>Move `Texture` class definition from `SDLRenderer.h` to `Texture.h`.</li></ul> | `src/Components/RectRenderer.h`<br/>`src/SDLRenderer.h`<br/>`src/Components/SpriteRenderer.h`<br/>`src/Texture.h` |
| Include the new `SpriteRenderer.h` header file in `game.cpp`. | <ul><li>Add `#include "Components/SpriteRenderer.h"` to the list of includes in `game.cpp`.</li></ul> | `src/game.cpp` |

---

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author_association: NONE
user: login: coderabbitai[bot]
created_at: 2025-03-09T19:00:55Z
body: <!-- This is an auto-generated comment: summarize by coderabbit.ai -->
<!-- walkthrough_start -->

## Walkthrough
The changes reorganize sprite rendering and texture management. An outdated `SpriteRenderer` in `RectRenderer.h` was removed and replaced by a new, dedicated `SpriteRenderer` in its own file. Similarly, the `Texture` class was extracted from `SDLRenderer.h` and is now defined separately in `Texture.h`. Additionally, `game.cpp` was updated to include the new `SpriteRenderer` header, ensuring the code uses the updated components.

## Changes

| File(s)                                                                                      | Change Summary                                                                                                                                                           |
|----------------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| `src/Components/RectRenderer.h` <br> `src/Components/SpriteRenderer.h`                       | Removed the old `SpriteRenderer` class from `RectRenderer.h` and introduced a new `SpriteRenderer` with updated constructor and Render method in its own file.         |
| `src/SDLRenderer.h` <br> `src/Texture.h`                                                       | Removed the `Texture` class from `SDLRenderer.h` and created a new `Texture` class in `Texture.h`, encapsulating SDL texture resource management.                        |
| `src/game.cpp`                                                                               | Added an include directive for `Components/SpriteRenderer.h` to enable usage of the new sprite rendering implementation.                                                  |

## Sequence Diagram(s)
```mermaid
sequenceDiagram
    participant Game as Game Loop
    participant SR as SpriteRenderer
    participant GO as GameObject
    participant Renderer as SDLRenderer

    Game->>SR: Call Render()
    SR->>GO: Retrieve screen transform
    SR->>Renderer: Draw texture using the screen transform
```

## Poem
> I'm a rabbit in a code-filled glen,  
> Hopping through changes now and then,  
> New sprites gleam in a fresh design,  
> Textures manage themselves just fine,  
> With every line, my heart does sing—  
> Carrots and code, what joy they bring!

<!-- walkthrough_end -->


---

<details>
<summary>📜 Recent review details</summary>

**Configuration used: CodeRabbit UI**
**Review profile: CHILL**
**Plan: Pro**

<details>
<summary>📥 Commits</summary>

Reviewing files that changed from the base of the PR and between 81ff2708d09382025eae4941e7fb5e770fe8e07e and 93d9b9778f37dd9b563f158b792459e2677e8023.

</details>

<details>
<summary>📒 Files selected for processing (2)</summary>

* `src/Components/RectRenderer.h` (0 hunks)
* `src/Components/SpriteRenderer.h` (1 hunks)

</details>

<details>
<summary>💤 Files with no reviewable changes (1)</summary>

* src/Components/RectRenderer.h

</details>

<details>
<summary>🚧 Files skipped from review as they are similar to previous changes (1)</summary>

* src/Components/SpriteRenderer.h

</details>

</details>
<!-- internal state start -->


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<!-- internal state end -->
<!-- tips_start -->

---



<details>
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</details>

<!-- tips_end -->
author_association: NONE
user: login: sonarqubecloud[bot]
created_at: 2025-03-09T19:08:57Z
body: ## [![Quality Gate Passed](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/checks/QualityGateBadge/qg-passed-20px.png 'Quality Gate Passed')](https://sonarcloud.io/dashboard?id=artemkir_cppinity&pullRequest=3) **Quality Gate passed**  
Issues  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [1 New issue](https://sonarcloud.io/project/issues?id=artemkir_cppinity&pullRequest=3&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/accepted-16px.png '') [0 Accepted issues](https://sonarcloud.io/project/issues?id=artemkir_cppinity&pullRequest=3&issueStatuses=ACCEPTED)

Measures  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0 Security Hotspots](https://sonarcloud.io/project/security_hotspots?id=artemkir_cppinity&pullRequest=3&issueStatuses=OPEN,CONFIRMED&sinceLeakPeriod=true)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Coverage on New Code](https://sonarcloud.io/component_measures?id=artemkir_cppinity&pullRequest=3&metric=new_coverage&view=list)  
![](https://sonarsource.github.io/sonarcloud-github-static-resources/v2/common/passed-16px.png '') [0.0% Duplication on New Code](https://sonarcloud.io/component_measures?id=artemkir_cppinity&pullRequest=3&metric=new_duplicated_lines_density&view=list)  
  
[See analysis details on SonarQube Cloud](https://sonarcloud.io/dashboard?id=artemkir_cppinity&pullRequest=3)


author_association: NONE