mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
feat: add round display
This commit is contained in:
7
src/core/CoreData.h
Normal file
7
src/core/CoreData.h
Normal file
@@ -0,0 +1,7 @@
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#pragma once
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#include "ui/managers/debug/DebugData.h"
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struct CoreData {
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DebugData debugData;
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};
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@@ -5,12 +5,14 @@ DebugManager::DebugManager(
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const SDL_Renderer* renderer,
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const SDL_Window* window,
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//const InputState& inputState,
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UIRenderer* uiRenderer
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UIRenderer* uiRenderer,
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DebugData& debugData
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):
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m_renderer(renderer),
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m_window(window),
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//m_inputState(inputState),
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m_uiRenderer(uiRenderer)
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m_uiRenderer(uiRenderer),
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m_debugData(debugData)
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{
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}
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@@ -10,7 +10,8 @@ public:
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const SDL_Renderer* renderer,
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const SDL_Window* window,
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//const InputState& inputState,
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UIRenderer* uiRenderer
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UIRenderer* uiRenderer,
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DebugData& debugData
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);
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~DebugManager();
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@@ -22,9 +23,13 @@ public:
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void updateMousePos(int logicalX, int logicalY, const InputState& inputState);
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void updateDebugInfo();
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DebugData& getDebugData() {
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return m_debugData;
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}
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private:
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std::unique_ptr<DebugOverlay> m_debugOverlay;
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DebugData m_debugData;
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DebugData& m_debugData;
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const SDL_Renderer* m_renderer = nullptr;
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const SDL_Window* m_window = nullptr;
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//const InputState& m_inputState;
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@@ -50,14 +50,15 @@ bool GameApplication::initialize() {
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m_windowManager->GetRenderer(),
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m_windowManager->GetWindow(),
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//m_inputManager->GetInputState(),
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m_uiRenderer.get()
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m_uiRenderer.get(),
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m_coreData.debugData
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);
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m_debugManager->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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// 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());
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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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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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@@ -10,6 +10,8 @@
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#include "graphics/font/FontManager.h"
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#include "core/DebugManager.h"
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#include "graphics/texture/TextureManager.h"
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#include "CoreData.h"
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class GameApplication {
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private:
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@@ -26,6 +28,8 @@ private:
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Config m_config;
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void cleanup();
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CoreData m_coreData;
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public:
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GameApplication();
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~GameApplication();
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@@ -159,8 +159,8 @@ void GameSession::nextTurn() {
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m_currentActionType = ActionType::GROW;
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if (m_currentPlayer == PlayerID::P1) {
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GameRounds++;
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std::cout << "GameSession: Current Round is " << GameRounds << "\n";
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m_gameRound++;
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std::cout << "GameSession: Current Round is " << m_gameRound << "\n";
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}
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// 回合结束增加生命值
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@@ -27,7 +27,7 @@ private:
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GamePieceEventCallback m_gamePieceEventCallback;
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int GameRounds = 1;
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int m_gameRound = 1;
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@@ -70,6 +70,8 @@ public:
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m_gamePieceEventCallback = callback;
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}
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int getRound() {
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return m_gameRound;
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}
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};
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@@ -9,6 +9,7 @@
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#include "graphics/ui/UIRenderer.h"
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#include "scenes/base/SceneEvent.h"
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#include "graphics/texture/TextureManager.h"
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#include "core/CoreData.h"
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#include <functional>
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/**
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* @class Scene
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@@ -31,7 +32,7 @@ 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){};
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virtual void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager, CoreData* CoreData){};
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/**
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* @brief 场景退出
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*/
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@@ -67,7 +68,7 @@ protected:
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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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if (!m_renderer) {
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SDL_Log("Renderer is null in beginFrame!");
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@@ -1,10 +1,11 @@
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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) :
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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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m_textureManager(textureManager),
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m_coreData(coreData)
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{
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@@ -99,7 +100,7 @@ void SceneManager::pushScene(const std::string& sceneName) {
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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}
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@@ -116,7 +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);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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}
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}
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}
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@@ -157,7 +158,7 @@ void SceneManager::changeScene(const std::string& sceneName) {
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m_scene = target;
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager, &m_coreData);
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}
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@@ -10,6 +10,7 @@
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#include "scenes/gameplay/GameScene.h"
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#include "scenes/menu/MainMenuScene.h"
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#include "scenes/gameplay/OnlineGameScene.h"
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#include "core/CoreData.h"
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#include <SDL3/SDL.h>
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#include <string>
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#include <stack>
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@@ -31,7 +32,7 @@ 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);
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SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer, SDL_Window* window, TextureManager* textureManager, 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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@@ -137,5 +138,7 @@ private:
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* @return 返回 {宽度, 高度},如果获取失败则返回默认值 {1600, 900}
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*/
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//std::pair<int, int> getWindowDimensions() const;
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CoreData& m_coreData;
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};
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@@ -53,10 +53,10 @@ 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){
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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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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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m_gameUIManager->init();
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@@ -129,6 +129,7 @@ void GameScene::handleClick(int logicalX, int logicalY) {
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} else {
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SDL_Log("invail cilck aera!");
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}
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m_coreData->debugData.round = m_gameSession->getRound();
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}
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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) override;
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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 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) {
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void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager, 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);
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GameScene::onEnter(renderer, WIDTH, HEIGHT, uiRenderer, textureManager, 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) override;
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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 renderWorld() override;
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@@ -4,10 +4,11 @@ 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) {
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void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager, 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](const std::string& sceneName) {
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if (m_eventCallback) {
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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) override;
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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 onExit() override;
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void update() override;
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@@ -9,5 +9,6 @@ struct DebugData {
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std::pair<int, int> mousePosition = {0, 0};
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std::pair<int, int> mouseLogicalPostion = {0, 0};
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int currentFPS = 0;
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int round = 0;
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};
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@@ -34,6 +34,14 @@ void DebugOverlay::initialize() {
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80
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);
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m_labels.emplace(mouseLogicalPos->getNameHash(), std::move(mouseLogicalPos));
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auto roundLabel = UIWidgetFactory::createStandardLabel(
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"RoundLabel",
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"Round: 0",
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0,
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120
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);
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m_labels.emplace(roundLabel->getNameHash(), std::move(roundLabel));
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}
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@@ -125,4 +133,12 @@ void DebugOverlay::updateDebugInfo() {
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} else {
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std::cerr << "Mouse LogicalPosition Label not found!\n";
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}
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const auto roundLabelKey = makeHash("RoundLabel");
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auto roundLabel = m_labels.find(roundLabelKey);
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if (roundLabel != m_labels.end()) {
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roundLabel->second->setText("Round: " + std::to_string(m_debugData.round));
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} else {
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std::cerr << "Round Label not found!\n";
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}
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}
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