mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Use GameScene to control render
This commit is contained in:
@@ -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;
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
38
src/scenes/gameplay/GameScene.cpp
Normal file
38
src/scenes/gameplay/GameScene.cpp
Normal 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!");
|
||||
}
|
||||
}
|
||||
21
src/scenes/gameplay/GameScene.h
Normal file
21
src/scenes/gameplay/GameScene.h
Normal 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;
|
||||
};
|
||||
@@ -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
|
||||
};
|
||||
|
||||
}
|
||||
@@ -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
|
||||
};
|
||||
Reference in New Issue
Block a user