mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
A startup for it
This commit is contained in:
@@ -12,9 +12,18 @@ set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
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# 包含SDL3子项目
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add_subdirectory(third_party/SDL3)
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# 添加可执行文件
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add_executable(SporeBG-Conid src/main.cpp)
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set(SOURCE_FILES
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src/main.cpp
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src/core/Game.cpp
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src/core/Game.h
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src/ui/Render.cpp
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src/ui/Render.h
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)
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# 添加可执行文件
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add_executable(${PROJECT_NAME} ${SOURCE_FILES})
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target_include_directories(SporeBG-Conid PRIVATE ${CMAKE_SOURCE_DIR}/src)
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# 使用正确的目标名称链接SDL3
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# 方法1:使用别名(推荐)
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target_link_libraries(SporeBG-Conid PRIVATE SDL3::SDL3)
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38
README.md
38
README.md
@@ -10,3 +10,41 @@ cd build
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cmake -G "Ninja" -DCMAKE_BUILD_TYPE=Debug -DCMAKE_C_COMPILER=gcc -DCMAKE_CXX_COMPILER=g++ ..
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ninja
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```
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## 项目结构
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```bash
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ChessGame/
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├── src/
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│ ├── core/ # 核心游戏逻辑
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│ │ ├── Game.h/cpp # 游戏主循环和状态管理
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│ │ ├── Board.h/cpp # 棋盘逻辑和规则实现
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│ │ ├── Piece.h/cpp # 棋子基类和具体棋子实现
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│ │ └── Rules.h/cpp # 游戏规则验证
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│ ├── ai/ # 人工智能模块
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│ │ ├── AIBase.h/cpp
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│ │ ├── MinimaxAI.h/cpp
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│ │ └── Heuristics.h/cpp
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│ ├── network/ # 网络模块
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│ │ ├── NetworkManager.h/cpp
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│ │ ├── Protocol.h/cpp
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│ │ └── Server.h/cpp
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│ ├── ui/ # 用户界面
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│ │ ├── Renderer.h/cpp # 渲染器(SDL3)
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│ │ ├── UIComponents.h/cpp
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│ │ └── MenuSystem.h/cpp
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│ ├── input/ # ← 新增:输入处理模块(键盘、鼠标等)
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│ │ ├── InputManager.h/cpp
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│ ├── utils/ # 工具类
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│ │ ├── Logger.h/cpp
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│ │ ├── Config.h/cpp
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│ │ └── Utils.h/cpp
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│ └── main.cpp # 程序入口(使用 SDL3 回调)
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├── assets/ # 资源文件
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│ ├── images/
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│ ├── fonts/
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│ └── sounds/
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├── config/ # 配置文件(如 game.ini)
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└── build/ # 构建输出目录(.gitignore 掉)
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```
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## 一些想说的
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这是我第一次用cpp写的项目,想写个比较完整的出来,但是遇到了一堆问题,只能说`路漫漫其修远兮,吾将上下而求索`,如果你有好的建议也是可以提出来的
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0
src/core/Board.cpp
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0
src/core/Board.cpp
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0
src/core/Board.h
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0
src/core/Board.h
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40
src/core/Game.cpp
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40
src/core/Game.cpp
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@@ -0,0 +1,40 @@
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// src/core/Game.cpp
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#include "Game.h"
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Game::Game(int g_width, int g_heith)
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: Width(g_width),
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Height(g_heith),
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m_render(std::make_unique<Renderer>())
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{
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}
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Game::~Game() {
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cleanup();
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}
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//清理资源
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void Game::cleanup() {
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}
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bool Game::initialize() {
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if (!m_render->initialize()) {
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return false;
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}
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// 初始化游戏特定资源(棋盘、棋子等)
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// ...
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return true;
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}
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void Game::render() {
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m_render->Renderhello();
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}
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24
src/core/Game.h
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24
src/core/Game.h
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@@ -0,0 +1,24 @@
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// src/core/Game.h
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#pragma once
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#include <SDL3/SDL.h>
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#include <memory>
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//#include "Board.h"
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#include "ui/Render.h"
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class Game {
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private:
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std::unique_ptr<Renderer> m_render;
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int Width;
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int Height;
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public:
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Game(int g_width, int g_heith);
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~Game();
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void cleanup();
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bool initialize();
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void render();
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};
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0
src/core/Piece.cpp
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0
src/core/Piece.cpp
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0
src/core/Piece.h
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src/core/Piece.h
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0
src/core/Rule.cpp
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0
src/core/Rule.cpp
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0
src/core/Rule.h
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0
src/core/Rule.h
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0
src/input/InputManager.cpp
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0
src/input/InputManager.cpp
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0
src/input/InputManager.h
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0
src/input/InputManager.h
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99
src/main.cpp
99
src/main.cpp
@@ -1,67 +1,72 @@
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/*
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Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely.
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#define SDL_MAIN_USE_CALLBACKS 1 // 启用回调函数模式
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "core/Game.h"
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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/* Create the window */
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if (!SDL_CreateWindowAndRenderer("Hello World", 800, 600, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
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SDL_Log("Couldn't create window and renderer: %s", SDL_GetError());
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//使用SDL3的appstate进行隔离,避免全局变量
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struct AppState {
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std::unique_ptr<Game> game;
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};
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static const int WIDTH = 1600;
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static const int HEIGHT = 900;
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// 1. 应用程序初始化回调
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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// 设置应用元数据[8](@ref)
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SDL_SetAppMetadata("孢子棋", "1.0.0", "com.zhenyan121.sporechess");
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// 初始化SDL视频子系统[6,7](@ref)
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("SDL初始化失败: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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// 创建游戏实例
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auto state = new AppState();
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state->game = std::make_unique<Game>(WIDTH, HEIGHT);
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if (!state->game->initialize()) {
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SDL_Log("游戏初始化失败!");
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delete state;
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return SDL_APP_FAILURE;
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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// 2. 事件处理回调
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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auto s = static_cast<AppState*>(appstate);
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if (event->type == SDL_EVENT_KEY_DOWN ||
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event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const char *message = "Hello World!";
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int w = 0, h = 0;
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float x, y;
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const float scale = 4.0f;
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/* Center the message and scale it up */
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SDL_GetRenderOutputSize(renderer, &w, &h);
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SDL_SetRenderScale(renderer, scale, scale);
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x = ((w / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(message)) / 2;
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y = ((h / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2;
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/* Draw the message */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderDebugText(renderer, x, y, message);
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SDL_RenderPresent(renderer);
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// 3. 主循环迭代回调(每帧调用)
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SDL_AppResult SDL_AppIterate(void *appstate) {
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auto s = static_cast<AppState*>(appstate);
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if (s->game) { //防止空指针
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// 更新游戏逻辑
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// 渲染帧
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s->game->render();
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}
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return SDL_APP_CONTINUE;
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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// 4. 应用退出回调(清理资源)
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void SDL_AppQuit(void *appstate, SDL_AppResult result) {
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delete static_cast<AppState*>(appstate);
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SDL_Quit();
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}
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53
src/ui/Render.cpp
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53
src/ui/Render.cpp
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@@ -0,0 +1,53 @@
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#include "Render.h"
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Renderer::Renderer(int WIDTH, int HEIGHT) : Width(WIDTH), Height(HEIGHT) {
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}
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Renderer::Renderer() : Width(1600), Height(900) {
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}
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Renderer::~Renderer() {
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if (m_renderer) SDL_DestroyRenderer(m_renderer);
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if (m_window) SDL_DestroyWindow(m_window);
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}
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bool Renderer::initialize() {
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// 创建窗口(支持高DPI和横屏)[3,4](@ref)
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m_window = SDL_CreateWindow(
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"孢子棋", // 窗口标题,显示在标题栏上
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Width, // 窗口的逻辑宽度(例如 800),用于统一布局,不受屏幕 DPI 影响
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Height, // 窗口的逻辑高度(例如 600)
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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
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SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
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);
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if (!m_window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"创建窗口失败: %s", SDL_GetError());
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return false;
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}
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// 创建渲染器
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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
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if (!m_renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"创建渲染器失败: %s", SDL_GetError());
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return false;
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}
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// 设置逻辑呈现模式,实现分辨率自适应[3](@ref)
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SDL_SetRenderLogicalPresentation(m_renderer,
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Width,
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Height,
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SDL_LOGICAL_PRESENTATION_LETTERBOX);
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SDL_SetWindowSize(m_window, Width, Height);
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return true;
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}
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void Renderer::Renderhello() {
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SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
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SDL_RenderClear(m_renderer);
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SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
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SDL_RenderPresent(m_renderer);
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}
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20
src/ui/Render.h
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20
src/ui/Render.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <SDL3/SDL.h>
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class Renderer
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{
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private:
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SDL_Window* m_window = nullptr;
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SDL_Renderer* m_renderer = nullptr;
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int Width;
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int Height;
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public:
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Renderer(int WIDTH, int HEIGHT);
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Renderer();
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~Renderer();
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bool initialize();
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void Renderhello();
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};
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Reference in New Issue
Block a user