refactor: enhance type safety by changing SceneType from string to enum class

This commit is contained in:
2026-02-08 19:45:18 +08:00
parent 5ba711f52d
commit 2d627a923d
9 changed files with 69 additions and 46 deletions

View File

@@ -16,11 +16,28 @@ enum class SceneEventType {
PopScene, ///< 弹出当前场景事件
QuitGame ///< 退出游戏事件
};
enum class SceneType {
MainMenuScene,
GameScene,
OnlineGameScene
};
// 自定义哈希器
struct SceneTypeHash {
size_t operator()(SceneType s) const noexcept {
return static_cast<size_t>(s);
}
};
/**
* @struct SceneEvent
* @brief 场景事件结构体,包含事件类型和相关数据
*/
struct SceneEvent {
SceneEventType type; ///< 事件类型
std::string sceneName; ///< 只在 ChangeScene/PushScene 时使用
};
SceneType sceneType; ///< 只在 ChangeScene/PushScene 时使用
};

View File

@@ -27,64 +27,65 @@ SceneManager::~SceneManager() {
bool SceneManager::initialize() {
// 注册所有场景工厂
registerAllScene();
changeScene("MainMenuScene");
changeScene(SceneType::MainMenuScene);
return true;
}
void SceneManager::registerAllScene() {
// 注册所有默认场景工厂(可以由外部覆盖/新增)
registerSceneFactory("MainMenuScene", []() -> std::shared_ptr<Scene> {
registerSceneFactory(SceneType::MainMenuScene, []() -> std::shared_ptr<Scene> {
return std::make_shared<MainMenuScene>();
});
registerSceneFactory("GameScene", []() -> std::shared_ptr<Scene> {
registerSceneFactory(SceneType::GameScene, []() -> std::shared_ptr<Scene> {
return std::make_shared<GameScene>();
});
registerSceneFactory("OnlineGameScene", []() -> std::shared_ptr<Scene> {
registerSceneFactory(SceneType::OnlineGameScene, []() -> std::shared_ptr<Scene> {
return std::make_shared<OnlineGameScene>();
});
}
std::shared_ptr<Scene> SceneManager::createScene(const std::string& sceneName) {
std::shared_ptr<Scene> SceneManager::createScene(SceneType sceneType) {
// 使用注册的工厂创建场景实例
auto it = m_sceneFactories.find(sceneName);
auto it = m_sceneFactories.find(sceneType);
if (it != m_sceneFactories.end()) {
auto scene = it->second();
if (scene) {
// 并不缓存实例,而是返回给调用者,由调用者决定缓存与否
return scene;
} else {
SDL_Log("SceneManager::createScene: factory for '%s' returned nullptr\n", sceneName.c_str());
SDL_Log("SceneManager::createScene: factory returned nullptr\n");
}
} else {
SDL_Log("SceneManager::createScene: no factory registered for '%s'\n", sceneName.c_str());
SDL_Log("SceneManager::createScene: no factory registered \n");
}
return nullptr;
}
void SceneManager::registerSceneFactory(const std::string& sceneName, std::function<std::shared_ptr<Scene>()> factory) {
if (sceneName.empty()) return;
m_sceneFactories[sceneName] = std::move(factory);
void SceneManager::registerSceneFactory(SceneType sceneType, std::function<std::shared_ptr<Scene>()> factory) {
//if (sceneName.empty()) return;
m_sceneFactories[sceneType] = std::move(factory);
}
void SceneManager::unregisterSceneFactory(const std::string& sceneName) {
m_sceneFactories.erase(sceneName);
void SceneManager::unregisterSceneFactory(SceneType sceneType) {
m_sceneFactories.erase(sceneType);
}
void SceneManager::pushScene(const std::string& sceneName) {
void SceneManager::pushScene(SceneType sceneType) {
/*
if (sceneName.empty()) {
SDL_Log("SceneManager::pushScene: sceneName is empty!\n");
return;
}
*/
// 检查场景是否已在缓存中
auto it = m_sceneCache.find(sceneName);
auto it = m_sceneCache.find(sceneType);
if (it == m_sceneCache.end()) {
// 场景未缓存,尝试创建
createScene(sceneName);
it = m_sceneCache.find(sceneName);
createScene(sceneType);
it = m_sceneCache.find(sceneType);
if (it == m_sceneCache.end()) {
SDL_Log("SceneManager::pushScene: Scene '%s' not found in cache after creation!\n", sceneName.c_str());
SDL_Log("SceneManager::pushScene: Scene not found in cache after creation!\n");
return;
}
}
@@ -123,8 +124,8 @@ void SceneManager::popScene() {
}
void SceneManager::changeScene(const std::string& sceneName) {
if (sceneName.empty()) return;
void SceneManager::changeScene(SceneType sceneType) {
//if (sceneName.empty()) return;
/*
// 检查场景是否已在缓存中
if (m_sceneCache.find(sceneName) == m_sceneCache.end()) {
@@ -141,9 +142,9 @@ void SceneManager::changeScene(const std::string& sceneName) {
*/
// 不缓存场景,每次都创建新实例,以避免状态残留问题
auto target = createScene(sceneName);
auto target = createScene(sceneType);
if (!target) {
SDL_Log("SceneManager::changeScene: Scene '%s' could not be created!\n", sceneName.c_str());
SDL_Log("SceneManager::changeScene: Scene could not be created!\n");
return;
}
target->setEventCallback([this](const SceneEvent& event) {
@@ -156,7 +157,8 @@ void SceneManager::changeScene(const std::string& sceneName) {
}
// 切换到目标场景
m_scene = target;
m_coreData.sceneType = sceneType;
m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
}
@@ -173,6 +175,10 @@ void SceneManager::handleClickCurrent(glm::ivec2 clickOn) {
void SceneManager::updateCurrent() {
if (m_scene) m_scene->update();
if (m_coreData.inputState.isBadApplePress) {
m_coreData.inputState.isBadApplePress = false;
std::cout << "SceneManager: badapple pressed\n";
}
}
@@ -198,10 +204,10 @@ void SceneManager::handleSceneEvent(const SceneEvent& event) {
switch (event.type)
{
case SceneEventType::ChangeScene:
changeScene(event.sceneName);
changeScene(event.sceneType);
break;
case SceneEventType::PushScene:
pushScene(event.sceneName);
pushScene(event.sceneType);
break;
case SceneEventType::PopScene:
popScene();

View File

@@ -52,26 +52,26 @@ public:
* @brief 创建场景实例并缓存
* @param sceneName 场景名称
*/
std::shared_ptr<Scene> createScene(const std::string& sceneName);
std::shared_ptr<Scene> createScene(SceneType sceneType);
/**
* @brief 注册场景工厂函数,用于按名字动态创建场景实例
* @param sceneName 场景名称
* @param factory 返回新场景的函数,返回类型为 std::shared_ptr<Scene>
*/
void registerSceneFactory(const std::string& sceneName, std::function<std::shared_ptr<Scene>()> factory);
void registerSceneFactory(SceneType sceneType, std::function<std::shared_ptr<Scene>()> factory);
/**
* @brief 注销已注册的场景工厂
*/
void unregisterSceneFactory(const std::string& sceneName);
void unregisterSceneFactory(SceneType sceneType);
/**
* @brief 将新场景推入场景栈顶端并作为当前场景
* @param sceneName 场景名称,用于缓存查找。若缓存中不存在,则通过工厂函数动态创建
* @details 前一个当前场景将接收 onExit() 回调并保留在栈中。新场景成为当前场景并接收 onEnter() 回调
*/
void pushScene(const std::string& sceneName);
void pushScene(SceneType sceneType);
/**
* @brief 弹出当前场景并恢复前一个场景
@@ -85,7 +85,7 @@ public:
* @details 当前场景将接收 onExit() 回调并被替换。若缓存中存在该名称的场景则复用,
* 否则通过工厂函数创建新场景。新场景成为当前场景并接收 onEnter() 回调
*/
void changeScene(const std::string& sceneName);
void changeScene(SceneType sceneType);
/**
* @brief 处理当前场景的点击事件
@@ -130,8 +130,8 @@ private:
TextureManager* m_textureManager; ///< 材质管理器指针
std::shared_ptr<Scene> m_scene; ///< 当前场景(使用 shared_ptr 便于在缓存和栈中共享)
std::stack<std::shared_ptr<Scene>> m_scenes; ///< 场景栈,存储场景层级关系(使用 shared_ptr
std::unordered_map<std::string, std::shared_ptr<Scene>> m_sceneCache; ///< 场景缓存,按名字缓存场景以便切换时复用
std::unordered_map<std::string, std::function<std::shared_ptr<Scene>()>> m_sceneFactories; ///< 场景工厂映射,按名字动态创建场景实例
std::unordered_map<SceneType, std::shared_ptr<Scene>, SceneTypeHash> m_sceneCache; ///< 场景缓存,按名字缓存场景以便切换时复用
std::unordered_map<SceneType, std::function<std::shared_ptr<Scene>()>, SceneTypeHash> m_sceneFactories; ///< 场景工厂映射,按名字动态创建场景实例
std::shared_ptr<Scene> m_quitedScene; ///< 已经退出的场景,准备在最后销毁
/**
* @brief 获取窗口尺寸的辅助方法

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@@ -11,9 +11,9 @@ GameScene::~GameScene() {
std::unique_ptr<GameUIManager> GameScene::createUIManager() {
// 默认创建普通的GameUIManager
return std::make_unique<GameUIManager>(
[this](const std::string& sceneName) {
[this](SceneType sceneType) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
SceneEvent event{SceneEventType::ChangeScene, sceneType};
m_eventCallback(event);
}
}

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@@ -4,9 +4,9 @@
std::unique_ptr<GameUIManager> OnlineGameScene::createUIManager() {
auto onlineUIManager = std::make_unique<OnlineGameUIManager>(
[this](const std::string& sceneName) {
[this](SceneType sceneType) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
SceneEvent event{SceneEventType::ChangeScene, sceneType};
m_eventCallback(event);
}
}

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@@ -10,9 +10,9 @@ void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRen
m_uiRenderer = uiRenderer;
m_coreData = coreData;
m_mainMenuUIManager = std::make_unique<MainMenuUIManager>(
[this](const std::string& sceneName) {
[this](SceneType sceneType) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
SceneEvent event{SceneEventType::ChangeScene, sceneType};
m_eventCallback(event);
}
}

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@@ -5,14 +5,14 @@
#include "ui/components/Button.h"
#include "ui/components/Label.h"
#include "ui/base/UIRenderData.h"
#include "scenes/base/SceneEvent.h"
#include <memory>
#include <vector>
#include <unordered_map>
class IUIManager {
public:
using SceneEventCallback = std::function<void(const std::string&)>;
using SceneEventCallback = std::function<void(SceneType sceneType)>;
virtual ~IUIManager() = default;
virtual void init() = 0;

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@@ -163,7 +163,7 @@ void GameUIManager::setupUIComponents() {
550,
20,
[this](){
m_eventCallback("MainMenuScene");
m_eventCallback(SceneType::MainMenuScene);
}
);

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@@ -14,14 +14,14 @@ MainMenuUIManager::~MainMenuUIManager() {
void MainMenuUIManager::init() {
auto startButton = UIWidgetFactory::createStandardButton(
"StartButton", "开始游戏", 275, 180,
[this]() { m_eventCallback("GameScene"); }
[this]() { m_eventCallback(SceneType::GameScene); }
);
m_buttons.emplace(startButton->getNameHash(), std::move(startButton));
auto onlineStartButton = UIWidgetFactory::createStandardButton(
"OnlineStartButton", "联机对战", 275, 250,
[this]() {m_eventCallback("OnlineGameScene"); }
[this]() {m_eventCallback(SceneType::OnlineGameScene); }
);
m_buttons.emplace(onlineStartButton->getNameHash(), std::move(onlineStartButton));