Added draw board function

This commit is contained in:
2025-11-30 15:24:45 +08:00
parent 835be9d63c
commit 06b840e7ff
7 changed files with 168 additions and 19 deletions

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@@ -20,6 +20,7 @@ set(SOURCE_FILES
src/core/Piece.cpp
src/core/Rule.cpp
src/core/ComponentManager.cpp
src/input/InputManager.cpp
)
# 添加可执行文件

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@@ -0,0 +1,54 @@
#include "InputManager.h"
#include "ui/Render.h"
#include "core/Game.h"
SDL_AppResult InputManager::handleInputEvent(const SDL_Event* event, const Renderer* g_renderer, Game* g_game) {
switch (event->type) {
// 如果检测到退出
case SDL_EVENT_QUIT:
return SDL_APP_SUCCESS;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
if (event->button.button == SDL_BUTTON_LEFT) {
// 将窗口坐标转为逻辑坐标
float logicalX, logicalY;
SDL_RenderCoordinatesFromWindow(
g_renderer->getSDLRenderer(),
static_cast<float>(event->button.x),
static_cast<float>(event->button.y),
&logicalX,
&logicalY
);
auto boardArea = g_renderer->getBoardArea();
auto click = handleMouseClick(static_cast<int>(logicalX), static_cast<int>(logicalY), boardArea);
if (click) {
auto [row, col] = click.value();
SDL_Log("click on (%d, %d)", row, col);
g_game->handleCoordinateInput(row, col);
g_game->printBoard();
} else {
SDL_Log("invail cilck aera!");
}
return SDL_APP_CONTINUE;
}
}
return SDL_APP_CONTINUE;
}
std::optional<std::pair<int, int>>
InputManager::handleMouseClick(int mouseX, int mouseY, const ui::BoardArea& area) {
// 判断是否点击在棋盘区域内
if (mouseX < area.x || mouseX >= area.x + area.cellSize * area.cols ||
mouseY < area.y || mouseY >= area.y + area.cellSize * area.rows) {
return std::nullopt; // 点击在棋盘外
}
// 转换为逻辑坐标
int col = (mouseX - area.x) / area.cellSize;
int row = (mouseY - area.y) / area.cellSize;
// 安全检查(通常不需要,但保险)
if (row >= 0 && row < area.rows && col >= 0 && col < area.cols) {
return std::pair<int, int>{row, col};
}
return std::nullopt;
}

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@@ -0,0 +1,14 @@
#pragma once
#include <SDL3/SDL.h>
#include <optional>
#include <utility>
#include "ui/UIType.h"
class Renderer;
class Game;
class InputManager {
public:
SDL_AppResult handleInputEvent(const SDL_Event* event, const Renderer* g_renderer, Game* g_game);
// 调用前需传入当前棋盘渲染区域(来自 Renderer
std::optional<std::pair<int, int>> handleMouseClick(int mouseX, int mouseY, const ui::BoardArea& boardArea);
};

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@@ -3,11 +3,13 @@
#include <SDL3/SDL_main.h>
#include "core/Game.h"
#include "ui/Render.h"
#include "input/InputManager.h"
//使用SDL3的appstate进行隔离避免全局变量
struct AppState {
std::unique_ptr<Game> g_game;
std::unique_ptr<Renderer> g_renderer;
std::unique_ptr<InputManager> g_input;
};
@@ -31,7 +33,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
auto state = new AppState();
state->g_game = std::make_unique<Game>();
state->g_renderer = std::make_unique<Renderer>(WIDTH, HEIGHT);
state->g_input = std::make_unique<InputManager>();
if (!state->g_game->initialize() || !state->g_renderer->initialize()) {
SDL_Log("游戏初始化失败!");
@@ -46,13 +48,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
// 2. 事件处理回调
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
auto s = static_cast<AppState*>(appstate);
if (event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
auto result = s->g_input->handleInputEvent(event, s->g_renderer.get(), s->g_game.get());
return SDL_APP_CONTINUE;
return result;
}
// 3. 主循环迭代回调(每帧调用)

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@@ -1,12 +1,10 @@
#include "Render.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
m_cellSize = HEIGHT / m_boardRow;
}
Renderer::Renderer() : m_Width(1600), m_Height(900) {
}
Renderer::~Renderer() {
if (m_renderer) SDL_DestroyRenderer(m_renderer);
@@ -45,14 +43,70 @@ bool Renderer::initialize() {
return true;
}
void Renderer::Renderhello() {
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
SDL_RenderClear(m_renderer);
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
SDL_RenderPresent(m_renderer);
}
void Renderer::render() {
Renderhello();
clear();
drawBoard();
present();
}
void Renderer::clear() {
// 设置画笔颜色
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
// 使用画笔颜色填充整个屏幕
SDL_RenderClear(m_renderer);
}
void Renderer::present() {
SDL_RenderPresent(m_renderer);
}
void Renderer::drawBoard() {
auto area = getBoardArea();
// 绘制棋盘格子(交替颜色)
for (int row = 0; row < area.rows; ++row) {
for (int col = 0; col < area.cols; ++col) {
// 使用 SDL_FRect浮点数
SDL_FRect rect{
static_cast<float>(area.x + col * area.cellSize),
static_cast<float>(area.y + row * area.cellSize),
static_cast<float>(area.cellSize),
static_cast<float>(area.cellSize)
};
bool isLight = (row + col) % 2 == 0;
SDL_SetRenderDrawColor(m_renderer,
isLight ? 240 : 180,
isLight ? 220 : 160,
isLight ? 180 : 120,
255);
// SDL3: RenderFillRect 接受 const SDL_FRect*
SDL_RenderFillRect(m_renderer, &rect);
}
}
}
ui::BoardArea Renderer::getBoardArea() const {
return {
(m_Width - m_cellSize * m_boardCOL) / 2,
(m_Height - m_cellSize * m_boardRow) / 2,
m_cellSize,
m_boardRow,
m_boardCOL
};
}
SDL_Renderer* Renderer::getSDLRenderer() const {
return m_renderer;
}

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@@ -1,5 +1,5 @@
#pragma once
#include "UIType.h"
#include <SDL3/SDL.h>
class Renderer
@@ -9,13 +9,30 @@ private:
SDL_Renderer* m_renderer = nullptr;
int m_Width;
int m_Height;
int m_cellSize;
int m_boardRow = 7;
int m_boardCOL = 7;
public:
Renderer(int WIDTH, int HEIGHT);
Renderer();
~Renderer();
// 渲染画面
void render();
bool initialize();
void Renderhello();
// 清除上一帧的渲染
void clear();
// 展现画面
void present();
// 绘制棋盘
void drawBoard();
ui::BoardArea getBoardArea() const;
SDL_Renderer* getSDLRenderer() const;
};

10
src/ui/UIType.h Normal file
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@@ -0,0 +1,10 @@
#pragma once
namespace ui {
// 获取棋盘渲染区域信息(用于坐标转换)
struct BoardArea {
int x, y; // 左上角像素坐标
int cellSize; // 每格像素大小
int rows, cols; // 行列数
};
}