A startup for it

This commit is contained in:
2025-11-22 22:16:58 +08:00
parent 6703ebfcd2
commit 5100aa799f
15 changed files with 238 additions and 49 deletions

0
src/core/Board.cpp Normal file
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src/core/Board.h Normal file
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src/core/Game.cpp Normal file
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// src/core/Game.cpp
#include "Game.h"
Game::Game(int g_width, int g_heith)
: Width(g_width),
Height(g_heith),
m_render(std::make_unique<Renderer>())
{
}
Game::~Game() {
cleanup();
}
//清理资源
void Game::cleanup() {
}
bool Game::initialize() {
if (!m_render->initialize()) {
return false;
}
// 初始化游戏特定资源(棋盘、棋子等)
// ...
return true;
}
void Game::render() {
m_render->Renderhello();
}

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src/core/Game.h Normal file
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// src/core/Game.h
#pragma once
#include <SDL3/SDL.h>
#include <memory>
//#include "Board.h"
#include "ui/Render.h"
class Game {
private:
std::unique_ptr<Renderer> m_render;
int Width;
int Height;
public:
Game(int g_width, int g_heith);
~Game();
void cleanup();
bool initialize();
void render();
};

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src/core/Piece.cpp Normal file
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src/core/Piece.h Normal file
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src/core/Rule.cpp Normal file
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src/core/Rule.h Normal file
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src/input/InputManager.h Normal file
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/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#define SDL_MAIN_USE_CALLBACKS 1 // 启用回调函数模式
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "core/Game.h"
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
/* Create the window */
if (!SDL_CreateWindowAndRenderer("Hello World", 800, 600, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
SDL_Log("Couldn't create window and renderer: %s", SDL_GetError());
//使用SDL3的appstate进行隔离避免全局变量
struct AppState {
std::unique_ptr<Game> game;
};
static const int WIDTH = 1600;
static const int HEIGHT = 900;
// 1. 应用程序初始化回调
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
// 设置应用元数据[8](@ref)
SDL_SetAppMetadata("孢子棋", "1.0.0", "com.zhenyan121.sporechess");
// 初始化SDL视频子系统[6,7](@ref)
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL初始化失败: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
// 创建游戏实例
auto state = new AppState();
state->game = std::make_unique<Game>(WIDTH, HEIGHT);
if (!state->game->initialize()) {
SDL_Log("游戏初始化失败!");
delete state;
return SDL_APP_FAILURE;
}
return SDL_APP_CONTINUE;
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
// 2. 事件处理回调
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
auto s = static_cast<AppState*>(appstate);
if (event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE;
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
const char *message = "Hello World!";
int w = 0, h = 0;
float x, y;
const float scale = 4.0f;
/* Center the message and scale it up */
SDL_GetRenderOutputSize(renderer, &w, &h);
SDL_SetRenderScale(renderer, scale, scale);
x = ((w / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE * SDL_strlen(message)) / 2;
y = ((h / scale) - SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE) / 2;
/* Draw the message */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_RenderDebugText(renderer, x, y, message);
SDL_RenderPresent(renderer);
// 3. 主循环迭代回调(每帧调用)
SDL_AppResult SDL_AppIterate(void *appstate) {
auto s = static_cast<AppState*>(appstate);
if (s->game) { //防止空指针
// 更新游戏逻辑
// 渲染帧
s->game->render();
}
return SDL_APP_CONTINUE;
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
// 4. 应用退出回调(清理资源)
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
delete static_cast<AppState*>(appstate);
SDL_Quit();
}

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src/ui/Render.cpp Normal file
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#include "Render.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : Width(WIDTH), Height(HEIGHT) {
}
Renderer::Renderer() : Width(1600), Height(900) {
}
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
Width, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
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,
Width,
Height,
SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetWindowSize(m_window, Width, Height);
return true;
}
void Renderer::Renderhello() {
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
SDL_RenderClear(m_renderer);
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
SDL_RenderPresent(m_renderer);
}

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src/ui/Render.h Normal file
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#pragma once
#include <SDL3/SDL.h>
class Renderer
{
private:
SDL_Window* m_window = nullptr;
SDL_Renderer* m_renderer = nullptr;
int Width;
int Height;
public:
Renderer(int WIDTH, int HEIGHT);
Renderer();
~Renderer();
bool initialize();
void Renderhello();
};