mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
refactor: improve scene onEnter logic
This commit is contained in:
@@ -3,8 +3,15 @@
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#include "ui/managers/debug/DebugData.h"
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#include "input/InputState.h"
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#include "scenes/base/SceneEvent.h"
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#include "graphics/ui/UIRenderer.h"
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#include "graphics/texture/TextureManager.h"
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struct CoreData {
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DebugData debugData;
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InputState inputState;
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SceneType sceneType = SceneType::MainMenuScene;
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SDL_Renderer* renderer = nullptr;
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UIRenderer* uiRenderer = nullptr;
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SDL_Window* window = nullptr;
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TextureManager* textureManager = nullptr;
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};
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@@ -57,8 +57,13 @@ bool GameApplication::initialize() {
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// 材质管理
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m_textureManager = std::make_unique<TextureManager>(m_windowManager->GetRenderer());
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m_coreData.renderer = m_windowManager->GetRenderer();
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m_coreData.uiRenderer = m_uiRenderer.get();
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m_coreData.window = m_windowManager->GetWindow();
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m_coreData.textureManager = m_textureManager.get();
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// 场景管理,传入窗口句柄以便 SceneManager 能获取窗口尺寸
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m_sceneManager = std::make_unique<SceneManager>(m_windowManager->GetRenderer(), m_uiRenderer.get(), m_windowManager->GetWindow(), m_textureManager.get(), m_coreData);
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m_sceneManager = std::make_unique<SceneManager>(m_coreData);
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if (!m_sceneManager->initialize()) {
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SDL_Log("SceneManager 初始化失败!");
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return false;
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@@ -33,7 +33,7 @@ public:
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* @param height 窗口高度
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* @param uiRenderer UI 渲染器指针
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*/
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virtual void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* CoreData){};
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virtual void onEnter(CoreData* CoreData){};
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/**
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* @brief 场景退出
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*/
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@@ -64,10 +64,6 @@ public:
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m_eventCallback = std::move(callback);
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}
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protected:
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// UIRenderer应该由上层管理
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UIRenderer* m_uiRenderer; ///< UI 渲染器指针
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SDL_Renderer* m_renderer; ///< SDL 渲染器指针
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TextureManager* m_textureManager;
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EventCallback m_eventCallback; ///< 场景事件回调函数
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CoreData* m_coreData;
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/*void beginFrame() {
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@@ -1,10 +1,6 @@
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#include "SceneManager.h"
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#include "utils/Config.h"
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SceneManager::SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer, SDL_Window* window, TextureManager* textureManager, CoreData& coreData) :
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m_renderer(renderer),
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m_uiRenderer(uiRenderer),
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m_window(window),
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m_textureManager(textureManager),
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SceneManager::SceneManager(CoreData& coreData) :
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m_coreData(coreData)
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{
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@@ -104,7 +100,7 @@ void SceneManager::pushScene(SceneType sceneType) {
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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m_scene->onEnter(&m_coreData);
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}
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@@ -121,7 +117,7 @@ void SceneManager::popScene() {
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m_scenes.pop();
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if (m_scene) {
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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m_scene->onEnter(&m_coreData);
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}
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}
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}
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@@ -163,7 +159,7 @@ void SceneManager::changeScene(SceneType sceneType) {
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m_coreData.sceneType = sceneType;
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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m_scene->onEnter(&m_coreData);
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}
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@@ -33,7 +33,7 @@ public:
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* @param uiRenderer UI 渲染器指针,用于传递给场景进行 UI 渲染
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* @param window SDL 窗口指针,用于获取窗口尺寸
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*/
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SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer, SDL_Window* window, TextureManager* textureManager, CoreData& coreData);
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SceneManager(CoreData& coreData);
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/**
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* @brief 析构函数
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* @details 清理场景栈和缓存,释放资源
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@@ -125,10 +125,6 @@ public:
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void destoryQuitedScene();
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private:
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SDL_Renderer* m_renderer; ///< SDL 渲染器指针
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SDL_Window* m_window; ///< SDL 窗口指针
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UIRenderer* m_uiRenderer; ///< UI 渲染器指针
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TextureManager* m_textureManager; ///< 材质管理器指针
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std::shared_ptr<Scene> m_scene; ///< 当前场景(使用 shared_ptr 便于在缓存和栈中共享)
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std::stack<std::shared_ptr<Scene>> m_scenes; ///< 场景栈,存储场景层级关系(使用 shared_ptr)
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std::unordered_map<SceneType, std::shared_ptr<Scene>, SceneTypeHash> m_sceneCache; ///< 场景缓存,按名字缓存场景以便切换时复用
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@@ -54,9 +54,9 @@ void GameScene::handleBoardClick(int row, int col) {
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m_gameSession->printBoard();
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}
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData){
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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void GameScene::onEnter(CoreData* coreData){
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coreData->renderer;
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coreData->uiRenderer;
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m_coreData = coreData;
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// 使用工厂方法创建UIManager
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m_gameUIManager = createUIManager();
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@@ -65,9 +65,9 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRendere
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this->restartGame();
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});
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m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer, textureManager);
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m_boardRenderer = std::make_unique<BoardRenderer>(UI::LogicalWidth, UI::LogicalHeight, coreData->renderer, coreData->textureManager);
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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_CoordinateConverter = std::make_unique<CoordinateConverter>(coreData->renderer);
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m_gameSession->initialize();
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m_boardRenderer->setBoard(m_gameSession->getBoard());
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@@ -100,7 +100,7 @@ void GameScene::renderWorld() {
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}
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void GameScene::renderUI() {
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m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
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m_coreData->uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
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}
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void GameScene::handleClick(int logicalX, int logicalY) {
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@@ -11,7 +11,7 @@ public:
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GameScene();
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~GameScene();
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) override;
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void onEnter(CoreData* coreData) override;
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void update() override;
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void renderWorld() override; // 逻辑世界
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@@ -37,7 +37,7 @@ std::unique_ptr<GameUIManager> OnlineGameScene::createUIManager() {
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return onlineUIManager;
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}
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void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) {
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void OnlineGameScene::onEnter(CoreData* coreData) {
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// 先创建网络管理器
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m_networkManager = std::make_unique<NetworkManager>();
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m_networkManager->setClickEventCallback(
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@@ -58,7 +58,7 @@ void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIR
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}
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);
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// 调用父类的onEnter(会调用我们重写的createUIManager)
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GameScene::onEnter(renderer, WIDTH, HEIGHT, uiRenderer, textureManager, coreData);
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GameScene::onEnter(coreData);
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m_gameUIManager->setButton("ActionButton", false); // 初始禁用行动按钮,等待游戏开始
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m_gameUIManager->setLabel("PlayerLabel", false); // 初始隐藏玩家回合标签
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@@ -5,7 +5,7 @@
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class OnlineGameScene : public GameScene {
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public:
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) override;
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void onEnter(CoreData* coreData) override;
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void renderWorld() override;
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@@ -4,10 +4,8 @@ MainMenuScene::MainMenuScene() {
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// 构造函数实现
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}
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void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) {
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void MainMenuScene::onEnter(CoreData* coreData) {
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// 进入场景时的初始化逻辑
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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m_coreData = coreData;
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m_mainMenuUIManager = std::make_unique<MainMenuUIManager>(
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[this](SceneType sceneType) {
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@@ -40,7 +38,7 @@ void MainMenuScene::renderWorld() {
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void MainMenuScene::renderUI() {
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const UIRenderData& uiRenderData = m_mainMenuUIManager->getUIRenderData();
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m_uiRenderer->renderUI(uiRenderData);
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m_coreData->uiRenderer->renderUI(uiRenderData);
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}
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void MainMenuScene::handleClick(int logicalX, int logicalY) {
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@@ -8,7 +8,7 @@ public:
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~MainMenuScene() override = default;
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// 实现 Scene 接口
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void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) override;
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void onEnter(CoreData* coreData) override;
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void onExit() override;
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void update() override;
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@@ -13,13 +13,12 @@ BadAppleScene::~BadAppleScene() {
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}
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void BadAppleScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) {
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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void BadAppleScene::onEnter(CoreData* coreData) {
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m_coreData = coreData;
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m_Width = WIDTH;
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m_Height = HEIGHT;
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m_cellSize = std::min(WIDTH, HEIGHT) / std::min(ROW, COL);
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m_renderer = coreData->renderer;
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m_Width = UI::LogicalWidth;
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m_Height = UI::LogicalHeight;
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m_cellSize = std::min(m_Width, m_Height) / std::min(ROW, COL);
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m_area = {
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(m_Width - m_cellSize * COL) / 2,
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(m_Height - m_cellSize * ROW) / 2,
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@@ -7,7 +7,7 @@ public:
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BadAppleScene();
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~BadAppleScene();
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* coreData) override;
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void onEnter(CoreData* coreData) override;
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void handleClick(int logicalX, int logicalYY) override;
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void update() override;
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void renderWorld() override; // 逻辑世界
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@@ -22,6 +22,7 @@ private:
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float m_currentTime = 0.0f;
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SDL_Renderer* m_renderer;
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std::vector<std::string> m_frame;
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