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https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Use GameScene to control render
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@@ -10,11 +10,14 @@ public:
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virtual ~Scene() = default;
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// 空实现,可选择性重写
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virtual void onEnter(){};
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virtual void onEnter(SDL_Renderer* renderer, int width, int height){};
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virtual void onExit(){};
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virtual void update() = 0;
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virtual void render(SDL_Renderer* renderer) = 0;
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// 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
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virtual void render() = 0;
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// 处理点击
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virtual void handleClick(float x, float y) = 0;
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};
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@@ -1,11 +1,31 @@
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#include "SceneManager.h"
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SceneManager::SceneManager() {
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SceneManager::SceneManager(SDL_Renderer* renderer) {
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m_scene = std::make_unique<GameScene>();
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m_scene->onEnter(renderer, 1600, 900);
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}
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SceneManager::~SceneManager() {
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while (!m_scenes.empty()) {
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m_scenes.pop();
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}
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}
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void SceneManager::PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene) {
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}
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void SceneManager::handleClickCurrent(std::pair<float, float> clickon) {
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auto [screenX, screenY] = clickon;
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m_scene->handleClick(screenX, screenY);
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}
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void SceneManager::updateCurrent() {
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m_scene->update();
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}
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void SceneManager::renderCurrent() {
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m_scene->render();
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}
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@@ -1,21 +1,26 @@
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#pragma once
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#include "Scene.h"
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#include "scenes/gameplay/GameScene.h"
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#include <SDL3/SDL.h>
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#include <string>
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#include <stack>
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#include <memory>
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#include <unordered_map>
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class SceneManager {
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public:
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SceneManager();
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SceneManager(SDL_Renderer* renderer);
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~SceneManager();
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void PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
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void PopScene();
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void ChangeScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
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// void PopScene();
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//void ChangeScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
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void handleClickCurrent(std::pair<float, float> clickon);
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void updateCurrent();
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void renderCurrent();
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private:
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std::unique_ptr<Scene> m_scene;
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// 用栈的形式来存储场景
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std::stack<std::unique_ptr<Scene>> m_scenes;
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std::unordered_map<std::string, std::unique_ptr<Scene>> m_sceneCache;
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38
src/scenes/gameplay/GameScene.cpp
Normal file
38
src/scenes/gameplay/GameScene.cpp
Normal file
@@ -0,0 +1,38 @@
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#include "GameScene.h"
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GameScene::GameScene() {
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}
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GameScene::~GameScene() {
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}
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) {
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m_renderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
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m_gameSession = std::make_unique<GameSession>();
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m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
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m_gameSession->initialize();
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}
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void GameScene::update() {
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}
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void GameScene::render() {
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m_renderer->beginFrame();
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m_renderer->drawBackground();
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m_renderer->drawBoard();
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m_renderer->endFrame();
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}
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void GameScene::handleClick(float screenX, float screenY) {
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auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_renderer->getBoardArea());
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if (click) {
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auto [row, col] = click.value();
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m_gameSession->handleCoordinateInput(row, col);
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m_gameSession->printBoard();
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} else {
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SDL_Log("invail cilck aera!");
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}
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}
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21
src/scenes/gameplay/GameScene.h
Normal file
21
src/scenes/gameplay/GameScene.h
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@@ -0,0 +1,21 @@
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#pragma once
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#include "scenes/base/Scene.h"
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#include "graphics/GameRenderer.h"
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#include "graphics/CoordinateConverter.h"
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#include "game/GameSession.h"
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#include <memory>
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class GameScene : public Scene {
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public:
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GameScene();
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~GameScene();
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) override;
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void update() override;
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void render() override;
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void handleClick(float screenX, float screenY) override;
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private:
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std::unique_ptr<GameRenderer> m_renderer;
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std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
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std::unique_ptr<GameSession> m_gameSession;
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};
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