Added UI class and UI rendering class

This commit is contained in:
2025-12-11 16:46:54 +08:00
parent 7b098e0542
commit 6637d0f850
15 changed files with 459 additions and 19 deletions

View File

@@ -1,16 +1,17 @@
// ui/Scene.h - 场景基类
#pragma once
#include <SDL3/SDL.h>
#include "graphics/ui/UIRenderer.h"
class Scene {
public:
virtual ~Scene() = default;
// 空实现,可选择性重写
virtual void onEnter(SDL_Renderer* renderer, int width, int height){};
virtual void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer){};
virtual void onExit(){};
virtual void update() = 0;
@@ -18,6 +19,9 @@ public:
virtual void render() = 0;
// 处理点击
virtual void handleClick(float x, float y) = 0;
protected:
// UIRenderer应该由上层管理
UIRenderer* m_uiRenderer;
SDL_Renderer* m_renderer;
};

View File

@@ -1,8 +1,12 @@
#include "SceneManager.h"
SceneManager::SceneManager(SDL_Renderer* renderer) {
SceneManager::SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer) :
m_renderer(renderer),
m_uiRenderer(uiRenderer)
{
m_scene = std::make_unique<GameScene>();
m_scene->onEnter(renderer, 1600, 900);
m_scene->onEnter(renderer, 1600, 900, m_uiRenderer);
}
SceneManager::~SceneManager() {

View File

@@ -8,7 +8,7 @@
#include <unordered_map>
class SceneManager {
public:
SceneManager(SDL_Renderer* renderer);
SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer);
~SceneManager();
void PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
@@ -20,6 +20,8 @@ public:
private:
SDL_Renderer* m_renderer;
UIRenderer* m_uiRenderer;
std::unique_ptr<Scene> m_scene;
// 用栈的形式来存储场景
std::stack<std::unique_ptr<Scene>> m_scenes;

View File

@@ -8,13 +8,21 @@ GameScene::~GameScene() {
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) {
m_renderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_gameUIManager = std::make_unique<GameUIManager>();
m_gameUIManager->init();
m_gameRenderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
m_gameSession->initialize();
m_renderer->setBoard(m_gameSession->getBoard());
m_gameRenderer->setBoard(m_gameSession->getBoard());
}
void GameScene::update() {
@@ -22,15 +30,17 @@ void GameScene::update() {
}
void GameScene::render() {
m_renderer->beginFrame();
m_renderer->drawBackground();
m_renderer->drawBoard();
m_renderer->drawPiece(m_gameSession->getSelectedPiece());
m_renderer->endFrame();
m_gameRenderer->beginFrame();
m_gameRenderer->drawBackground();
m_gameRenderer->drawBoard();
m_gameRenderer->drawPiece(m_gameSession->getSelectedPiece());
m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
m_gameRenderer->endFrame();
}
void GameScene::handleClick(float screenX, float screenY) {
auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_renderer->getBoardArea());
auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_gameRenderer->getBoardArea());
if (click) {
auto [row, col] = click.value();
m_gameSession->handleCoordinateInput(row, col);

View File

@@ -3,19 +3,27 @@
#include "graphics/GameRenderer.h"
#include "graphics/CoordinateConverter.h"
#include "game/GameSession.h"
#include "graphics/ui/UIRenderer.h"
#include "ui/managers/GameUIManager.h"
#include <memory>
class GameScene : public Scene {
public:
GameScene();
~GameScene();
void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) override;
void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) override;
void update() override;
void render() override;
void handleClick(float screenX, float screenY) override;
private:
std::unique_ptr<GameRenderer> m_renderer;
std::unique_ptr<GameRenderer> m_gameRenderer;
std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
std::unique_ptr<GameSession> m_gameSession;
std::unique_ptr<GameUIManager> m_gameUIManager;
};