change BoardRenderer name to GameRenderer

This commit is contained in:
2025-12-06 14:11:51 +08:00
parent 244bf52003
commit dfa2fddd9d
2 changed files with 0 additions and 0 deletions

View File

@@ -0,0 +1,73 @@
#include "BoardRenderer.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
m_cellSize = HEIGHT / m_boardRow;
}
Renderer::~Renderer() {
}
bool Renderer::initialize() {
}
void Renderer::render() {
drawBoard();
}
void Renderer::drawBoard() {
auto area = getBoardArea();
// 绘制棋盘格子(交替颜色)
for (int row = 0; row < area.rows; ++row) {
for (int col = 0; col < area.cols; ++col) {
// 使用 SDL_FRect浮点数
SDL_FRect rect{
static_cast<float>(area.x + col * area.cellSize),
static_cast<float>(area.y + row * area.cellSize),
static_cast<float>(area.cellSize),
static_cast<float>(area.cellSize)
};
bool isLight = (row + col) % 2 == 0;
SDL_SetRenderDrawColor(m_renderer,
isLight ? 240 : 180,
isLight ? 220 : 160,
isLight ? 180 : 120,
255);
// SDL3: RenderFillRect 接受 const SDL_FRect*
SDL_RenderFillRect(m_renderer, &rect);
}
}
}
ui::BoardArea Renderer::getBoardArea() const {
return {
(m_Width - m_cellSize * m_boardCOL) / 2,
(m_Height - m_cellSize * m_boardRow) / 2,
m_cellSize,
m_boardRow,
m_boardCOL
};
}
SDL_Renderer* Renderer::getSDLRenderer() const {
return m_renderer;
}