mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-09 22:06:09 +08:00
refactor: enhance type safety by changing SceneType from string to enum class
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@@ -16,11 +16,28 @@ enum class SceneEventType {
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PopScene, ///< 弹出当前场景事件
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QuitGame ///< 退出游戏事件
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};
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enum class SceneType {
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MainMenuScene,
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GameScene,
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OnlineGameScene
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};
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// 自定义哈希器
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struct SceneTypeHash {
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size_t operator()(SceneType s) const noexcept {
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return static_cast<size_t>(s);
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}
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};
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/**
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* @struct SceneEvent
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* @brief 场景事件结构体,包含事件类型和相关数据
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*/
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struct SceneEvent {
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SceneEventType type; ///< 事件类型
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std::string sceneName; ///< 只在 ChangeScene/PushScene 时使用
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};
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SceneType sceneType; ///< 只在 ChangeScene/PushScene 时使用
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};
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@@ -27,64 +27,65 @@ SceneManager::~SceneManager() {
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bool SceneManager::initialize() {
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// 注册所有场景工厂
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registerAllScene();
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changeScene("MainMenuScene");
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changeScene(SceneType::MainMenuScene);
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return true;
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}
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void SceneManager::registerAllScene() {
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// 注册所有默认场景工厂(可以由外部覆盖/新增)
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registerSceneFactory("MainMenuScene", []() -> std::shared_ptr<Scene> {
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registerSceneFactory(SceneType::MainMenuScene, []() -> std::shared_ptr<Scene> {
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return std::make_shared<MainMenuScene>();
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});
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registerSceneFactory("GameScene", []() -> std::shared_ptr<Scene> {
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registerSceneFactory(SceneType::GameScene, []() -> std::shared_ptr<Scene> {
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return std::make_shared<GameScene>();
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});
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registerSceneFactory("OnlineGameScene", []() -> std::shared_ptr<Scene> {
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registerSceneFactory(SceneType::OnlineGameScene, []() -> std::shared_ptr<Scene> {
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return std::make_shared<OnlineGameScene>();
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});
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}
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std::shared_ptr<Scene> SceneManager::createScene(const std::string& sceneName) {
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std::shared_ptr<Scene> SceneManager::createScene(SceneType sceneType) {
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// 使用注册的工厂创建场景实例
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auto it = m_sceneFactories.find(sceneName);
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auto it = m_sceneFactories.find(sceneType);
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if (it != m_sceneFactories.end()) {
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auto scene = it->second();
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if (scene) {
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// 并不缓存实例,而是返回给调用者,由调用者决定缓存与否
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return scene;
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} else {
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SDL_Log("SceneManager::createScene: factory for '%s' returned nullptr\n", sceneName.c_str());
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SDL_Log("SceneManager::createScene: factory returned nullptr\n");
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}
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} else {
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SDL_Log("SceneManager::createScene: no factory registered for '%s'\n", sceneName.c_str());
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SDL_Log("SceneManager::createScene: no factory registered \n");
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}
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return nullptr;
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}
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void SceneManager::registerSceneFactory(const std::string& sceneName, std::function<std::shared_ptr<Scene>()> factory) {
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if (sceneName.empty()) return;
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m_sceneFactories[sceneName] = std::move(factory);
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void SceneManager::registerSceneFactory(SceneType sceneType, std::function<std::shared_ptr<Scene>()> factory) {
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//if (sceneName.empty()) return;
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m_sceneFactories[sceneType] = std::move(factory);
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}
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void SceneManager::unregisterSceneFactory(const std::string& sceneName) {
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m_sceneFactories.erase(sceneName);
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void SceneManager::unregisterSceneFactory(SceneType sceneType) {
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m_sceneFactories.erase(sceneType);
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}
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void SceneManager::pushScene(const std::string& sceneName) {
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void SceneManager::pushScene(SceneType sceneType) {
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/*
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if (sceneName.empty()) {
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SDL_Log("SceneManager::pushScene: sceneName is empty!\n");
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return;
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}
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*/
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// 检查场景是否已在缓存中
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auto it = m_sceneCache.find(sceneName);
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auto it = m_sceneCache.find(sceneType);
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if (it == m_sceneCache.end()) {
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// 场景未缓存,尝试创建
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createScene(sceneName);
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it = m_sceneCache.find(sceneName);
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createScene(sceneType);
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it = m_sceneCache.find(sceneType);
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if (it == m_sceneCache.end()) {
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SDL_Log("SceneManager::pushScene: Scene '%s' not found in cache after creation!\n", sceneName.c_str());
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SDL_Log("SceneManager::pushScene: Scene not found in cache after creation!\n");
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return;
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}
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}
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@@ -123,8 +124,8 @@ void SceneManager::popScene() {
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}
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void SceneManager::changeScene(const std::string& sceneName) {
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if (sceneName.empty()) return;
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void SceneManager::changeScene(SceneType sceneType) {
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//if (sceneName.empty()) return;
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/*
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// 检查场景是否已在缓存中
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if (m_sceneCache.find(sceneName) == m_sceneCache.end()) {
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@@ -141,9 +142,9 @@ void SceneManager::changeScene(const std::string& sceneName) {
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*/
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// 不缓存场景,每次都创建新实例,以避免状态残留问题
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auto target = createScene(sceneName);
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auto target = createScene(sceneType);
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if (!target) {
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SDL_Log("SceneManager::changeScene: Scene '%s' could not be created!\n", sceneName.c_str());
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SDL_Log("SceneManager::changeScene: Scene could not be created!\n");
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return;
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}
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target->setEventCallback([this](const SceneEvent& event) {
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@@ -156,7 +157,8 @@ void SceneManager::changeScene(const std::string& sceneName) {
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}
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// 切换到目标场景
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m_scene = target;
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m_coreData.sceneType = sceneType;
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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}
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@@ -173,6 +175,10 @@ void SceneManager::handleClickCurrent(glm::ivec2 clickOn) {
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void SceneManager::updateCurrent() {
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if (m_scene) m_scene->update();
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if (m_coreData.inputState.isBadApplePress) {
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m_coreData.inputState.isBadApplePress = false;
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std::cout << "SceneManager: badapple pressed\n";
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}
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}
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@@ -198,10 +204,10 @@ void SceneManager::handleSceneEvent(const SceneEvent& event) {
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switch (event.type)
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{
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case SceneEventType::ChangeScene:
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changeScene(event.sceneName);
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changeScene(event.sceneType);
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break;
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case SceneEventType::PushScene:
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pushScene(event.sceneName);
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pushScene(event.sceneType);
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break;
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case SceneEventType::PopScene:
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popScene();
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@@ -52,26 +52,26 @@ public:
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* @brief 创建场景实例并缓存
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* @param sceneName 场景名称
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*/
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std::shared_ptr<Scene> createScene(const std::string& sceneName);
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std::shared_ptr<Scene> createScene(SceneType sceneType);
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/**
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* @brief 注册场景工厂函数,用于按名字动态创建场景实例
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* @param sceneName 场景名称
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* @param factory 返回新场景的函数,返回类型为 std::shared_ptr<Scene>
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*/
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void registerSceneFactory(const std::string& sceneName, std::function<std::shared_ptr<Scene>()> factory);
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void registerSceneFactory(SceneType sceneType, std::function<std::shared_ptr<Scene>()> factory);
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/**
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* @brief 注销已注册的场景工厂
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*/
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void unregisterSceneFactory(const std::string& sceneName);
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void unregisterSceneFactory(SceneType sceneType);
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/**
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* @brief 将新场景推入场景栈顶端并作为当前场景
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* @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
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* @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
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*/
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void pushScene(const std::string& sceneName);
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void pushScene(SceneType sceneType);
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/**
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* @brief 弹出当前场景并恢复前一个场景
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@@ -85,7 +85,7 @@ public:
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* @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,
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* 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
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*/
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void changeScene(const std::string& sceneName);
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void changeScene(SceneType sceneType);
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/**
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* @brief 处理当前场景的点击事件
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@@ -130,8 +130,8 @@ private:
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TextureManager* m_textureManager; ///< 材质管理器指针
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std::shared_ptr<Scene> m_scene; ///< 当前场景(使用 shared_ptr 便于在缓存和栈中共享)
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std::stack<std::shared_ptr<Scene>> m_scenes; ///< 场景栈,存储场景层级关系(使用 shared_ptr)
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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
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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
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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
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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
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std::shared_ptr<Scene> m_quitedScene; ///< 已经退出的场景,准备在最后销毁
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/**
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* @brief 获取窗口尺寸的辅助方法
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@@ -11,9 +11,9 @@ GameScene::~GameScene() {
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std::unique_ptr<GameUIManager> GameScene::createUIManager() {
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// 默认创建普通的GameUIManager
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return std::make_unique<GameUIManager>(
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[this](const std::string& sceneName) {
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[this](SceneType sceneType) {
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if (m_eventCallback) {
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SceneEvent event{SceneEventType::ChangeScene, sceneName};
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SceneEvent event{SceneEventType::ChangeScene, sceneType};
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m_eventCallback(event);
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}
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}
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@@ -4,9 +4,9 @@
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std::unique_ptr<GameUIManager> OnlineGameScene::createUIManager() {
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auto onlineUIManager = std::make_unique<OnlineGameUIManager>(
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[this](const std::string& sceneName) {
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[this](SceneType sceneType) {
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if (m_eventCallback) {
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SceneEvent event{SceneEventType::ChangeScene, sceneName};
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SceneEvent event{SceneEventType::ChangeScene, sceneType};
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m_eventCallback(event);
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}
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}
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@@ -10,9 +10,9 @@ void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRen
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m_uiRenderer = uiRenderer;
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m_coreData = coreData;
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m_mainMenuUIManager = std::make_unique<MainMenuUIManager>(
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[this](const std::string& sceneName) {
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[this](SceneType sceneType) {
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if (m_eventCallback) {
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SceneEvent event{SceneEventType::ChangeScene, sceneName};
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SceneEvent event{SceneEventType::ChangeScene, sceneType};
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m_eventCallback(event);
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}
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}
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@@ -5,14 +5,14 @@
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#include "ui/components/Button.h"
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#include "ui/components/Label.h"
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#include "ui/base/UIRenderData.h"
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#include "scenes/base/SceneEvent.h"
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#include <memory>
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#include <vector>
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#include <unordered_map>
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class IUIManager {
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public:
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using SceneEventCallback = std::function<void(const std::string&)>;
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using SceneEventCallback = std::function<void(SceneType sceneType)>;
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virtual ~IUIManager() = default;
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virtual void init() = 0;
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@@ -163,7 +163,7 @@ void GameUIManager::setupUIComponents() {
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550,
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20,
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[this](){
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m_eventCallback("MainMenuScene");
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m_eventCallback(SceneType::MainMenuScene);
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}
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);
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@@ -14,14 +14,14 @@ MainMenuUIManager::~MainMenuUIManager() {
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void MainMenuUIManager::init() {
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auto startButton = UIWidgetFactory::createStandardButton(
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"StartButton", "开始游戏", 275, 180,
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[this]() { m_eventCallback("GameScene"); }
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[this]() { m_eventCallback(SceneType::GameScene); }
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);
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m_buttons.emplace(startButton->getNameHash(), std::move(startButton));
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auto onlineStartButton = UIWidgetFactory::createStandardButton(
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"OnlineStartButton", "联机对战", 275, 250,
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[this]() {m_eventCallback("OnlineGameScene"); }
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[this]() {m_eventCallback(SceneType::OnlineGameScene); }
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);
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m_buttons.emplace(onlineStartButton->getNameHash(), std::move(onlineStartButton));
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