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refactor: switch piece rendering from direct draws to texture system
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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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