mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Added UI class and UI rendering class
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@@ -1,16 +1,17 @@
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// ui/Scene.h - 场景基类
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#pragma once
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#include <SDL3/SDL.h>
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#include "graphics/ui/UIRenderer.h"
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class Scene {
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public:
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virtual ~Scene() = default;
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// 空实现,可选择性重写
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virtual void onEnter(SDL_Renderer* renderer, int width, int height){};
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virtual void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer){};
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virtual void onExit(){};
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virtual void update() = 0;
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@@ -18,6 +19,9 @@ public:
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virtual void render() = 0;
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// 处理点击
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virtual void handleClick(float x, float y) = 0;
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protected:
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// UIRenderer应该由上层管理
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UIRenderer* m_uiRenderer;
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SDL_Renderer* m_renderer;
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};
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@@ -1,8 +1,12 @@
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#include "SceneManager.h"
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SceneManager::SceneManager(SDL_Renderer* renderer) {
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SceneManager::SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer) :
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m_renderer(renderer),
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m_uiRenderer(uiRenderer)
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{
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m_scene = std::make_unique<GameScene>();
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m_scene->onEnter(renderer, 1600, 900);
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m_scene->onEnter(renderer, 1600, 900, m_uiRenderer);
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}
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SceneManager::~SceneManager() {
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@@ -8,7 +8,7 @@
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#include <unordered_map>
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class SceneManager {
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public:
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SceneManager(SDL_Renderer* renderer);
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SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer);
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~SceneManager();
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void PushScene(const std::string& sceneName, std::unique_ptr<Scene> scene);
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@@ -20,6 +20,8 @@ public:
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private:
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SDL_Renderer* m_renderer;
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UIRenderer* m_uiRenderer;
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std::unique_ptr<Scene> m_scene;
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// 用栈的形式来存储场景
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std::stack<std::unique_ptr<Scene>> m_scenes;
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@@ -8,13 +8,21 @@ GameScene::~GameScene() {
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}
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) {
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m_renderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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m_gameUIManager = std::make_unique<GameUIManager>();
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m_gameUIManager->init();
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m_gameRenderer = std::make_unique<GameRenderer>(WIDTH, HEIGHT, renderer);
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m_gameSession = std::make_unique<GameSession>();
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m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
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m_gameSession->initialize();
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m_renderer->setBoard(m_gameSession->getBoard());
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m_gameRenderer->setBoard(m_gameSession->getBoard());
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}
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void GameScene::update() {
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@@ -22,15 +30,17 @@ void GameScene::update() {
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}
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void GameScene::render() {
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m_renderer->beginFrame();
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m_renderer->drawBackground();
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m_renderer->drawBoard();
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m_renderer->drawPiece(m_gameSession->getSelectedPiece());
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m_renderer->endFrame();
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m_gameRenderer->beginFrame();
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m_gameRenderer->drawBackground();
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m_gameRenderer->drawBoard();
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m_gameRenderer->drawPiece(m_gameSession->getSelectedPiece());
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m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
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m_gameRenderer->endFrame();
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}
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void GameScene::handleClick(float screenX, float screenY) {
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auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_renderer->getBoardArea());
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auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_gameRenderer->getBoardArea());
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if (click) {
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auto [row, col] = click.value();
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m_gameSession->handleCoordinateInput(row, col);
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@@ -3,19 +3,27 @@
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#include "graphics/GameRenderer.h"
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#include "graphics/CoordinateConverter.h"
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#include "game/GameSession.h"
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#include "graphics/ui/UIRenderer.h"
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#include "ui/managers/GameUIManager.h"
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#include <memory>
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class GameScene : public Scene {
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public:
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GameScene();
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~GameScene();
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) override;
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) override;
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void update() override;
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void render() override;
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void handleClick(float screenX, float screenY) override;
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private:
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std::unique_ptr<GameRenderer> m_renderer;
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std::unique_ptr<GameRenderer> m_gameRenderer;
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std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
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std::unique_ptr<GameSession> m_gameSession;
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std::unique_ptr<GameUIManager> m_gameUIManager;
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};
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