Let UI render on the physical screen rather than the logical screen

This commit is contained in:
2025-12-23 16:05:34 +08:00
parent e1245997ae
commit 903fdc37d1
7 changed files with 221 additions and 91 deletions

View File

@@ -30,7 +30,7 @@ bool GameApplication::initialize() {
// 字体管理
m_fontManager = std::make_unique<FontManager>();
// 文字渲染
m_textRenderer = std::make_unique<TextRenderer>(m_windowManager->GetRenderer(), m_fontManager.get());
m_textRenderer = std::make_unique<TextRenderer>(m_windowManager->GetRenderer(), m_fontManager.get(), m_windowManager->getViewport());
m_uiRenderer = std:: make_unique<UIRenderer>(m_windowManager->GetRenderer(), m_textRenderer.get());
@@ -54,12 +54,27 @@ SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
}
m_sceneManager->handleMousePosition(input.mouseCurrentPosition);
m_windowManager->setFullscreen(input.isFullscreen);
// 改变窗口时清理旧的缓存
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
m_textRenderer->clearCache();
}
return result;
}
void GameApplication::run() {
m_windowManager->Clear();
m_sceneManager->updateCurrent();
m_sceneManager->renderCurrent();
m_windowManager->Clear();
m_windowManager->beginWorld();
m_sceneManager->renderWorld();
m_windowManager->endWorld();
m_windowManager->beginUI();
m_sceneManager->renderUI();
m_windowManager->endUI();
m_windowManager->Present();
}

View File

@@ -21,7 +21,7 @@ private:
std::unique_ptr<TextRenderer> m_textRenderer;
std::unique_ptr<UIRenderer> m_uiRenderer;
GameConfig m_config;
WindowConfig m_config;
public:
GameApplication();

View File

@@ -10,14 +10,14 @@ WindowManager::~WindowManager() {
Shutdown();
}
bool WindowManager::Initialize(GameConfig& config) {
m_logicalWidth = config.logicalWidth;
m_logicalHeight = config.logicalHeight;
bool WindowManager::Initialize(WindowConfig& config) {
m_viewport.logicalWidth = config.logicalWidth;
m_viewport.logicalHeight = config.logicalHeight;
// 创建窗口支持高DPI和横屏[3,4](@ref)
m_window = SDL_CreateWindow(
"孢子棋", // 窗口标题,显示在标题栏上
m_logicalWidth, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
m_logicalHeight, // 窗口的逻辑高度(例如 600
m_viewport.logicalWidth, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
m_viewport.logicalHeight, // 窗口的逻辑高度(例如 600
SDL_WINDOW_HIGH_PIXEL_DENSITY | // 启用高像素密度支持HiDPI/Retina确保在高分屏上画面清晰
SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
);
@@ -52,8 +52,8 @@ bool WindowManager::Initialize(GameConfig& config) {
m_renderer,
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
m_logicalWidth,
m_logicalHeight
m_viewport.logicalWidth,
m_viewport.logicalHeight
);
// 设置纹理缩放模式为最近邻
SDL_SetTextureScaleMode(m_logicalTexture, SDL_SCALEMODE_NEAREST);
@@ -67,13 +67,12 @@ void WindowManager::Shutdown() {
}
void WindowManager::Clear() {
// 1. 设置渲染目标为逻辑纹理
SDL_SetRenderTarget(m_renderer, m_logicalTexture);
// 设置画笔颜色
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
// 使用画笔颜色填充整个逻辑画布
// 使用画笔颜色填充整个画布
SDL_RenderClear(m_renderer);
onWindowResize();
}
/*
@@ -89,21 +88,40 @@ void WindowManager::Clear() {
void WindowManager::Present() {
// 4. 切回默认渲染目标(窗口)
SDL_SetRenderTarget(m_renderer, nullptr);
SDL_RenderClear(m_renderer); // 清的是窗口(黑边
SDL_FRect dstRect;
calculateDstRect(dstRect);
//SDL_FRect dstRect;
//calculateDstRect(dstRect);
SDL_RenderTexture (
m_renderer,
m_logicalTexture, // 源:你已经画好的逻辑画布
nullptr, // srcRect源区域nullptr = 整张)
&dstRect // dstRect贴到哪里 & 贴多大
&m_viewport.dst // dstRect贴到哪里 & 贴多大
);
SDL_RenderPresent(m_renderer);
}
void WindowManager::beginWorld() {
// 设置渲染目标为逻辑纹理
SDL_SetRenderTarget(m_renderer, m_logicalTexture);
}
void WindowManager::endWorld() {
}
void WindowManager::beginUI() {
// 设置渲染目标为窗口
SDL_SetRenderTarget(m_renderer, nullptr);
}
void WindowManager::endUI() {
// 恢复渲染目标为默认(窗口)
SDL_SetRenderTarget(m_renderer, nullptr);
}
SDL_Renderer* WindowManager::GetRenderer() {
return m_renderer;
}
@@ -121,7 +139,7 @@ bool WindowManager::setFullscreen(bool isFullscreen) {
return true;
}
/*
void WindowManager::calculateDstRect(SDL_FRect& dstRect) {
// 获取窗口的实际尺寸(像素)
SDL_GetWindowSize(m_window, &m_windowWidth, &m_windowHeight);
@@ -136,4 +154,59 @@ void WindowManager::calculateDstRect(SDL_FRect& dstRect) {
// 居中显示
dstRect.x = static_cast<float>((m_windowWidth - dstRect.w) / 2);
dstRect.y = static_cast<float>((m_windowHeight - dstRect.h) / 2);
}
}
*/
void WindowManager::onWindowResize() {
// =================================================
// 1. 查询窗口的真实像素尺寸
// 注意:这是“窗口坐标空间”的大小
// =================================================
SDL_GetWindowSize(
m_window,
&m_viewport.windowWidth,
&m_viewport.windowHeight
);
// =================================================
// 2. 计算 X / Y 方向最多能放大多少倍
// 使用整数除法,保证整数缩放(像素不模糊)
// =================================================
int scaleX = m_viewport.windowWidth / m_viewport.logicalWidth;
int scaleY = m_viewport.windowHeight / m_viewport.logicalHeight;
// =================================================
// 3. 取较小值,保证逻辑画面完整显示
// 同时确保最小为 1窗口再小也能画
// =================================================
m_viewport.scale = std::max(1, std::min(scaleX, scaleY));
// =================================================
// 4. 计算逻辑画面放大后的实际尺寸
// =================================================
m_viewport.dst.w =
static_cast<float>(m_viewport.logicalWidth *
m_viewport.scale);
m_viewport.dst.h =
static_cast<float>(m_viewport.logicalHeight *
m_viewport.scale);
// =================================================
// 5. 计算居中偏移letterbox / pillarbox
// =================================================
m_viewport.dst.x =
(m_viewport.windowWidth - m_viewport.dst.w) * 0.5f;
m_viewport.dst.y =
(m_viewport.windowHeight - m_viewport.dst.h) * 0.5f;
// 到这里为止:
// - scale 可供所有系统使用
// - dst 是渲染 & 输入转换的唯一依据
// - windowSize 不需要再到处 SDL_GetWindowSize
}
Viewport const& WindowManager::getViewport() const {
return m_viewport;
}

View File

@@ -6,16 +6,26 @@ public:
WindowManager();
~WindowManager();
// 初始化
bool Initialize(GameConfig& config);
bool Initialize(WindowConfig& config);
//关闭
void Shutdown();
//清理上一帧窗口
void beginWorld();
void endWorld();
void beginUI();
void endUI();
void Clear();
//呈现窗口
void Present();
bool setFullscreen(bool isFullscreen);
const Viewport& getViewport() const;
SDL_Renderer* GetRenderer();
SDL_Window* GetWindow();
@@ -23,13 +33,15 @@ public:
private:
SDL_Window* m_window;
SDL_Renderer* m_renderer;
int m_logicalWidth;
int m_logicalHeight;
int m_windowWidth;
int m_windowHeight;
Viewport m_viewport;
//int m_logicalWidth;
//int m_logicalHeight;
//int m_windowWidth;
//int m_windowHeight;
bool m_isFullscreen = false;
SDL_Texture* m_logicalTexture = nullptr;
// 计算缩放后的目标矩形
void calculateDstRect(SDL_FRect& dstRect);
//void calculateDstRect(SDL_FRect& dstRect);
void onWindowResize();
};