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

View File

@@ -1,67 +1,72 @@
/*
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();
}