For my game should I use a raw pointer to create SDL_Window, SDL_Renderer, SDL_Texture etc. as they have specific delete functions
SDL_DestroyTexture(texture);
or should I add a custom deleter when I create a unique_ptr or shared_ptr and if so how would I do this with SDL types?
You could create a functor that has several overloaded operator() implementations, each of which call the correct destroy function for the respective argument type.
struct sdl_deleter
{
void operator()(SDL_Window *p) const { SDL_DestroyWindow(p); }
void operator()(SDL_Renderer *p) const { SDL_DestroyRenderer(p); }
void operator()(SDL_Texture *p) const { SDL_DestroyTexture(p); }
};
Pass this as the deleter to a unique_ptr, and you could write wrapper functions if you wanted to, to create the unique_ptrs
unique_ptr<SDL_Window, sdl_deleter>
create_window(char const *title, int x, int y, int w, int h, Uint32 flags)
{
return unique_ptr<SDL_Window, sdl_deleter>(
SDL_CreateWindow(title, x, y, w, h, flags),
sdl_deleter());
}
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