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

View File

@@ -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;
}

View File

@@ -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
View File

@@ -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
};
}