Alternatives to Structured Binding for SDL_Color in Render()

Why did we use structured binding for the color in Render()? What are the alternatives?

In the lesson's Render() function, we used structured binding (a C++17 feature) to unpack the SDL_Color chosen by the conditional (ternary) operator:

// Rectangle.h Render() excerpt - Structured Binding
void Render(SDL_Surface* Surface) const {
  auto [r, g, b, a]{ // Declares r, g, b, a 
    isPointerHovering ? HoverColor : Color 
  }; 

  SDL_FillRect(
    Surface, &Rect,
    SDL_MapRGB(Surface->format, r, g, b)
  );
}

This declares four new variables (r, g, b, a) and initializes them directly from the corresponding members (.r, .g, .b, .a) of the SDL_Color object returned by the expression isPointerHovering ? HoverColor : Color. It's concise and directly extracts the needed components.

However, there are alternative ways to achieve the same result:

Alternative 1: Temporary SDL_Color Variable

You could first assign the result of the conditional operator to a temporary SDL_Color variable, and then access its members individually when calling SDL_MapRGB().

// Rectangle.h Render() excerpt - Temporary Variable
void Render(SDL_Surface* Surface) const {
  // Choose the color first
  SDL_Color currentColor{ 
    isPointerHovering ? HoverColor : Color 
  }; 

  // Access members of the temporary variable
  SDL_FillRect( 
    Surface, &Rect, 
    SDL_MapRGB( 
      Surface->format, 
      currentColor.r, 
      currentColor.g, 
      currentColor.b 
    ) 
  ); 
}
  • Pros: Very explicit steps, arguably easier for beginners to follow, compatible with older C++ versions (pre-C++17).
  • Cons: Slightly more verbose than structured binding.

You could use the conditional operator directly inside the SDL_MapRGB() call for each color channel.

// Rectangle.h Render() excerpt - Inline Conditional
void Render(SDL_Surface* Surface) const {
  SDL_FillRect(
    Surface, &Rect,
    SDL_MapRGB(
      Surface->format,
      // Choose R component
      isPointerHovering ? HoverColor.r : Color.r, 
      // Choose G component
      isPointerHovering ? HoverColor.g : Color.g, 
      // Choose B component
      isPointerHovering ? HoverColor.b : Color.b  
    )
  );
}
  • Pros: Might seem compact initially.
  • Cons: Much harder to read and maintain. The condition isPointerHovering is repeated three times, making the code verbose and prone to errors if the condition needs changing. This is generally considered poor practice.

Comparison

  • Structured Binding: Offers a good balance of conciseness and readability for extracting multiple members from an object. Its main "drawback" here is that it requires C++17 and forces us to declare the a variable even though we don't use it in SDL_MapRGB().
  • Temporary Variable: Clear and explicit, good fallback if C++17 isn't available or if the step-by-step logic is preferred.
  • Inline Conditional: Generally avoided due to poor readability and repetition.

For this specific case, both structured binding and the temporary variable approach are reasonable choices. Structured binding is often favored in modern C++ for its elegance when unpacking objects or tuples.

Rectangles and SDL_Rect

Learn to create, render, and interact with basic rectangles using the SDL_Rect and SDL_Color types.

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

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Using Alpha for Semi-Transparency with SDL_Color in SDL2
Can I make the rectangle semi-transparent using the alpha channel in SDL_Color? How?
Passing SDL_Event by Reference (&E) in SDL2 Event Handling
Why pass the SDL_Event by reference (&E) to HandleEvent()?
Fading Rectangle Color on Hover in SDL2
What if I want the rectangle's color to change gradually when hovered (fade)?
Moving a Rectangle in SDL2
How would I move the rectangle around the screen?
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