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

@@ -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;
};