mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
refactor: switch piece rendering from direct draws to texture system
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@@ -8,6 +8,7 @@
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#include <SDL3/SDL.h>
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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 <functional>
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/**
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* @class Scene
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@@ -30,7 +31,7 @@ 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){};
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virtual void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager){};
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/**
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* @brief 场景退出
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*/
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@@ -64,6 +65,7 @@ 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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/*void beginFrame() {
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@@ -1,9 +1,10 @@
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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) :
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SceneManager::SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer, SDL_Window* window, TextureManager* textureManager) :
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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_window(window),
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m_textureManager(textureManager)
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{
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@@ -98,7 +99,7 @@ void SceneManager::pushScene(const std::string& sceneName) {
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager);
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}
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@@ -115,7 +116,7 @@ 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);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager);
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}
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}
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}
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@@ -156,7 +157,7 @@ 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);
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m_scene->onEnter(m_renderer, UI::LogicalWidth, UI::LogicalHeight, m_uiRenderer, m_textureManager);
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}
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@@ -31,7 +31,7 @@ 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);
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SceneManager(SDL_Renderer* renderer, UIRenderer* uiRenderer, SDL_Window* window, TextureManager* textureManager);
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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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@@ -126,6 +126,7 @@ 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<std::string, std::shared_ptr<Scene>> m_sceneCache; ///< 场景缓存,按名字缓存场景以便切换时复用
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@@ -53,7 +53,7 @@ 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){
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager){
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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@@ -64,7 +64,7 @@ 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);
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m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer, 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_gameSession->initialize();
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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) override;
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager) 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) {
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void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager) {
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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);
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GameScene::onEnter(renderer, WIDTH, HEIGHT, uiRenderer, textureManager);
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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) override;
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void onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer, TextureManager* textureManager) override;
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void renderWorld() override;
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@@ -4,7 +4,7 @@ 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) {
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void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager) {
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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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@@ -1,13 +1,14 @@
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#pragma once
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#include "scenes/base/Scene.h"
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#include "ui/managers/MainMenuUIManager.h"
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#include "graphics/texture/TextureManager.h"
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class MainMenuScene : public Scene {
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public:
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MainMenuScene();
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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) override;
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void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer, TextureManager* textureManager) override;
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void onExit() override;
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void update() override;
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