Separation of rendering and scene logic

This commit is contained in:
2025-12-06 10:35:21 +08:00
parent f76a30af6b
commit 392fde06e9
2 changed files with 5 additions and 47 deletions

View File

@@ -1,4 +1,4 @@
#include "Render.h"
#include "BoardRenderer.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
m_cellSize = HEIGHT / m_boardRow;
@@ -7,65 +7,26 @@ Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
Renderer::~Renderer() {
if (m_renderer) SDL_DestroyRenderer(m_renderer);
if (m_window) SDL_DestroyWindow(m_window);
}
bool Renderer::initialize() {
// 创建窗口支持高DPI和横屏[3,4](@ref)
m_window = SDL_CreateWindow(
"孢子棋", // 窗口标题,显示在标题栏上
m_Width, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
m_Height, // 窗口的逻辑高度(例如 600
SDL_WINDOW_HIGH_PIXEL_DENSITY | // 启用高像素密度支持HiDPI/Retina确保在高分屏上画面清晰
SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
);
if (!m_window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"创建窗口失败: %s", SDL_GetError());
return false;
}
// 创建渲染器
m_renderer = SDL_CreateRenderer(m_window, nullptr); //自动选择合适渲染器,开启硬件加速和垂直同步
if (!m_renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"创建渲染器失败: %s", SDL_GetError());
return false;
}
// 设置逻辑呈现模式,实现分辨率自适应[3](@ref)
SDL_SetRenderLogicalPresentation(m_renderer,
m_Width,
m_Height,
SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetWindowSize(m_window, m_Width, m_Height);
return true;
}
void Renderer::render() {
clear();
drawBoard();
present();
}
void Renderer::clear() {
// 设置画笔颜色
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
// 使用画笔颜色填充整个屏幕
SDL_RenderClear(m_renderer);
}
void Renderer::present() {
SDL_RenderPresent(m_renderer);
}
void Renderer::drawBoard() {
auto area = getBoardArea();

View File

@@ -19,10 +19,7 @@ public:
// 渲染画面
void render();
bool initialize();
// 清除上一帧的渲染
void clear();
// 展现画面
void present();