mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Added draw board function
This commit is contained in:
@@ -20,6 +20,7 @@ set(SOURCE_FILES
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src/core/Piece.cpp
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src/core/Rule.cpp
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src/core/ComponentManager.cpp
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src/input/InputManager.cpp
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)
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# 添加可执行文件
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@@ -0,0 +1,54 @@
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#include "InputManager.h"
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#include "ui/Render.h"
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#include "core/Game.h"
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SDL_AppResult InputManager::handleInputEvent(const SDL_Event* event, const Renderer* g_renderer, Game* g_game) {
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switch (event->type) {
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// 如果检测到退出
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case SDL_EVENT_QUIT:
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return SDL_APP_SUCCESS;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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if (event->button.button == SDL_BUTTON_LEFT) {
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// 将窗口坐标转为逻辑坐标
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float logicalX, logicalY;
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SDL_RenderCoordinatesFromWindow(
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g_renderer->getSDLRenderer(),
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static_cast<float>(event->button.x),
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static_cast<float>(event->button.y),
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&logicalX,
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&logicalY
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);
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auto boardArea = g_renderer->getBoardArea();
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auto click = handleMouseClick(static_cast<int>(logicalX), static_cast<int>(logicalY), boardArea);
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if (click) {
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auto [row, col] = click.value();
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SDL_Log("click on (%d, %d)", row, col);
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g_game->handleCoordinateInput(row, col);
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g_game->printBoard();
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} else {
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SDL_Log("invail cilck aera!");
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}
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return SDL_APP_CONTINUE;
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}
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}
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return SDL_APP_CONTINUE;
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}
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std::optional<std::pair<int, int>>
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InputManager::handleMouseClick(int mouseX, int mouseY, const ui::BoardArea& area) {
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// 判断是否点击在棋盘区域内
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if (mouseX < area.x || mouseX >= area.x + area.cellSize * area.cols ||
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mouseY < area.y || mouseY >= area.y + area.cellSize * area.rows) {
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return std::nullopt; // 点击在棋盘外
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}
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// 转换为逻辑坐标
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int col = (mouseX - area.x) / area.cellSize;
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int row = (mouseY - area.y) / area.cellSize;
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// 安全检查(通常不需要,但保险)
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if (row >= 0 && row < area.rows && col >= 0 && col < area.cols) {
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return std::pair<int, int>{row, col};
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}
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return std::nullopt;
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}
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@@ -0,0 +1,14 @@
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#pragma once
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#include <SDL3/SDL.h>
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#include <optional>
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#include <utility>
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#include "ui/UIType.h"
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class Renderer;
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class Game;
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class InputManager {
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public:
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SDL_AppResult handleInputEvent(const SDL_Event* event, const Renderer* g_renderer, Game* g_game);
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// 调用前需传入当前棋盘渲染区域(来自 Renderer)
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std::optional<std::pair<int, int>> handleMouseClick(int mouseX, int mouseY, const ui::BoardArea& boardArea);
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};
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11
src/main.cpp
11
src/main.cpp
@@ -3,11 +3,13 @@
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#include <SDL3/SDL_main.h>
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#include "core/Game.h"
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#include "ui/Render.h"
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#include "input/InputManager.h"
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//使用SDL3的appstate进行隔离,避免全局变量
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struct AppState {
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std::unique_ptr<Game> g_game;
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std::unique_ptr<Renderer> g_renderer;
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std::unique_ptr<InputManager> g_input;
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};
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@@ -31,7 +33,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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auto state = new AppState();
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state->g_game = std::make_unique<Game>();
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state->g_renderer = std::make_unique<Renderer>(WIDTH, HEIGHT);
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state->g_input = std::make_unique<InputManager>();
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if (!state->g_game->initialize() || !state->g_renderer->initialize()) {
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SDL_Log("游戏初始化失败!");
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@@ -46,13 +48,10 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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// 2. 事件处理回调
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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auto s = static_cast<AppState*>(appstate);
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if (event->type == SDL_EVENT_KEY_DOWN ||
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event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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auto result = s->g_input->handleInputEvent(event, s->g_renderer.get(), s->g_game.get());
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return SDL_APP_CONTINUE;
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return result;
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}
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// 3. 主循环迭代回调(每帧调用)
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@@ -1,12 +1,10 @@
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#include "Render.h"
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Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
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m_cellSize = HEIGHT / m_boardRow;
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}
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Renderer::Renderer() : m_Width(1600), m_Height(900) {
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}
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Renderer::~Renderer() {
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if (m_renderer) SDL_DestroyRenderer(m_renderer);
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@@ -45,14 +43,70 @@ bool Renderer::initialize() {
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return true;
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}
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void Renderer::Renderhello() {
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SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
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SDL_RenderClear(m_renderer);
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SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
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SDL_RenderPresent(m_renderer);
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}
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void Renderer::render() {
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Renderhello();
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clear();
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drawBoard();
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present();
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}
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void Renderer::clear() {
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// 设置画笔颜色
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SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
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// 使用画笔颜色填充整个屏幕
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SDL_RenderClear(m_renderer);
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}
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void Renderer::present() {
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SDL_RenderPresent(m_renderer);
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}
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void Renderer::drawBoard() {
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auto area = getBoardArea();
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// 绘制棋盘格子(交替颜色)
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for (int row = 0; row < area.rows; ++row) {
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for (int col = 0; col < area.cols; ++col) {
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// 使用 SDL_FRect(浮点数)
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SDL_FRect rect{
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static_cast<float>(area.x + col * area.cellSize),
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static_cast<float>(area.y + row * area.cellSize),
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static_cast<float>(area.cellSize),
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static_cast<float>(area.cellSize)
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};
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bool isLight = (row + col) % 2 == 0;
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SDL_SetRenderDrawColor(m_renderer,
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isLight ? 240 : 180,
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isLight ? 220 : 160,
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isLight ? 180 : 120,
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255);
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// SDL3: RenderFillRect 接受 const SDL_FRect*
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SDL_RenderFillRect(m_renderer, &rect);
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}
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}
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}
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ui::BoardArea Renderer::getBoardArea() const {
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return {
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(m_Width - m_cellSize * m_boardCOL) / 2,
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(m_Height - m_cellSize * m_boardRow) / 2,
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m_cellSize,
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m_boardRow,
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m_boardCOL
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};
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}
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SDL_Renderer* Renderer::getSDLRenderer() const {
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return m_renderer;
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}
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@@ -1,5 +1,5 @@
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#pragma once
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#include "UIType.h"
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#include <SDL3/SDL.h>
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class Renderer
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@@ -9,13 +9,30 @@ private:
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SDL_Renderer* m_renderer = nullptr;
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int m_Width;
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int m_Height;
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int m_cellSize;
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int m_boardRow = 7;
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int m_boardCOL = 7;
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public:
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Renderer(int WIDTH, int HEIGHT);
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Renderer();
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~Renderer();
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// 渲染画面
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void render();
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bool initialize();
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void Renderhello();
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// 清除上一帧的渲染
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void clear();
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// 展现画面
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void present();
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// 绘制棋盘
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void drawBoard();
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ui::BoardArea getBoardArea() const;
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SDL_Renderer* getSDLRenderer() const;
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};
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10
src/ui/UIType.h
Normal file
10
src/ui/UIType.h
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@@ -0,0 +1,10 @@
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#pragma once
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namespace ui {
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// 获取棋盘渲染区域信息(用于坐标转换)
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struct BoardArea {
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int x, y; // 左上角像素坐标
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int cellSize; // 每格像素大小
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int rows, cols; // 行列数
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};
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}
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