Use GameScene to control render

This commit is contained in:
2025-12-06 18:39:40 +08:00
parent 995c01bd8c
commit 32eb465f39
9 changed files with 148 additions and 44 deletions

View File

@@ -1,34 +1,47 @@
#include "BoardRenderer.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
#include "GameRenderer.h"
#include <iostream>
GameRenderer::GameRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer) : m_Width(WIDTH), m_Height(HEIGHT), m_renderer(renderer) {
m_cellSize = HEIGHT / m_boardRow;
}
Renderer::~Renderer() {
GameRenderer::~GameRenderer() {
}
bool Renderer::initialize() {
bool GameRenderer::initialize() {
return true;
}
void GameRenderer::beginFrame() {
if (!m_renderer) {
std::cout << "ERROR: Renderer is NULL!\n";
return;
}
// 清屏为白色色背景
SDL_SetRenderDrawColor(m_renderer, 0, 255, 0, 255);
SDL_RenderClear(m_renderer);
//std::cout << "begin frame\n";
// 临时测试:画个红框
SDL_SetRenderDrawColor(m_renderer, 255, 0, 0, 255);
SDL_FRect test{100, 100, 200, 200};
SDL_RenderFillRect(m_renderer, &test);
}
void GameRenderer::endFrame() {
// 提交到屏幕
//std::cout << "end frame\n";
SDL_RenderPresent(m_renderer);
}
void Renderer::render() {
drawBoard();
void GameRenderer::drawBackground() {
}
void Renderer::drawBoard() {
void GameRenderer::drawBoard() {
auto area = getBoardArea();
@@ -58,7 +71,7 @@ for (int row = 0; row < area.rows; ++row) {
}
ui::BoardArea Renderer::getBoardArea() const {
BoardArea GameRenderer::getBoardArea() const {
return {
(m_Width - m_cellSize * m_boardCOL) / 2,
(m_Height - m_cellSize * m_boardRow) / 2,
@@ -68,6 +81,3 @@ ui::BoardArea Renderer::getBoardArea() const {
};
}
SDL_Renderer* Renderer::getSDLRenderer() const {
return m_renderer;
}

View File

@@ -1,11 +1,10 @@
#pragma once
#include "UIType.h"
#include "utils/Config.h"
#include <SDL3/SDL.h>
class Renderer
class GameRenderer
{
private:
SDL_Window* m_window = nullptr;
SDL_Renderer* m_renderer = nullptr;
int m_Width;
int m_Height;
@@ -13,23 +12,29 @@ private:
int m_boardRow = 7;
int m_boardCOL = 7;
public:
Renderer(int WIDTH, int HEIGHT);
GameRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer);
~Renderer();
~GameRenderer();
// 渲染画面
void render();
// 初始化加载纹理
bool initialize();
// 帧控制
void beginFrame();
void endFrame();
// 绘制棋盘
// 渲染函数
// 绘制背景
void drawBackground();
//绘制棋盘
void drawBoard();
ui::BoardArea getBoardArea() const;
BoardArea getBoardArea() const;
SDL_Renderer* getSDLRenderer() const;
};

View File

@@ -10,11 +10,14 @@ public:
virtual ~Scene() = default;
// 空实现,可选择性重写
virtual void onEnter(){};
virtual void onEnter(SDL_Renderer* renderer, int width, int height){};
virtual void onExit(){};
virtual void update() = 0;
virtual void render(SDL_Renderer* renderer) = 0;
// 暂时先直接传入SDLrender以后在改理论上来说scene是应该不知道SDlrenderer的
virtual void render() = 0;
// 处理点击
virtual void handleClick(float x, float y) = 0;
};

View File

@@ -1,11 +1,31 @@
#include "SceneManager.h"
SceneManager::SceneManager() {
SceneManager::SceneManager(SDL_Renderer* renderer) {
m_scene = std::make_unique<GameScene>();
m_scene->onEnter(renderer, 1600, 900);
}
SceneManager::~SceneManager() {
while (!m_scenes.empty()) {
m_scenes.pop();
}
}
void SceneManager::PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene) {
}
void SceneManager::handleClickCurrent(std::pair<float, float> clickon) {
auto [screenX, screenY] = clickon;
m_scene->handleClick(screenX, screenY);
}
void SceneManager::updateCurrent() {
m_scene->update();
}
void SceneManager::renderCurrent() {
m_scene->render();
}

View File

@@ -1,21 +1,26 @@
#pragma once
#include "Scene.h"
#include "scenes/gameplay/GameScene.h"
#include <SDL3/SDL.h>
#include <string>
#include <stack>
#include <memory>
#include <unordered_map>
class SceneManager {
public:
SceneManager();
SceneManager(SDL_Renderer* renderer);
~SceneManager();
void PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
void PopScene();
void ChangeScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
// void PopScene();
//void ChangeScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
void handleClickCurrent(std::pair<float, float> clickon);
void updateCurrent();
void renderCurrent();
private:
std::unique_ptr<Scene> m_scene;
// 用栈的形式来存储场景
std::stack<std::unique_ptr<Scene>> m_scenes;
std::unordered_map<std::string, std::unique_ptr<Scene>> m_sceneCache;

View File

@@ -0,0 +1,38 @@
#include "GameScene.h"
GameScene::GameScene() {
}
GameScene::~GameScene() {
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) {
m_renderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
m_gameSession->initialize();
}
void GameScene::update() {
}
void GameScene::render() {
m_renderer->beginFrame();
m_renderer->drawBackground();
m_renderer->drawBoard();
m_renderer->endFrame();
}
void GameScene::handleClick(float screenX, float screenY) {
auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_renderer->getBoardArea());
if (click) {
auto [row, col] = click.value();
m_gameSession->handleCoordinateInput(row, col);
m_gameSession->printBoard();
} else {
SDL_Log("invail cilck aera!");
}
}

View File

@@ -0,0 +1,21 @@
#pragma once
#include "scenes/base/Scene.h"
#include "graphics/GameRenderer.h"
#include "graphics/CoordinateConverter.h"
#include "game/GameSession.h"
#include <memory>
class GameScene : public Scene {
public:
GameScene();
~GameScene();
void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) override;
void update() override;
void render() override;
void handleClick(float screenX, float screenY) override;
private:
std::unique_ptr<GameRenderer> m_renderer;
std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
std::unique_ptr<GameSession> m_gameSession;
};

View File

@@ -1,10 +1,5 @@
#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
};
}

View File

@@ -7,4 +7,11 @@ struct GameConfig {
int windowHeight = 900;
std::string windowTitle = "孢子棋";
bool vsync = true;
} ;
} ;
// 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
};