Added MainMenuScene

This commit is contained in:
2025-12-13 16:05:24 +08:00
parent a62b73027b
commit e4e40afe05
4 changed files with 199 additions and 0 deletions

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#include "MainMenuScene.h"
MainMenuScene::MainMenuScene() {
// 构造函数实现
}
void MainMenuScene::onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer) {
// 进入场景时的初始化逻辑
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_mainMenuUIManager = std::make_unique<MainMenuUIManager>(
renderer,
uiRenderer->getTextRenderer(),
[this](const std::string& sceneName) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
m_eventCallback(event);
}
}
);
m_mainMenuUIManager->init();
}
void MainMenuScene::onExit() {
// 退出场景时的清理逻辑
m_mainMenuUIManager.reset();
}
void MainMenuScene::update() {
// 更新场景逻辑
}
void MainMenuScene::render() {
beginFrame();
// 渲染场景内容
const UIRenderData& uiRenderData = m_mainMenuUIManager->getUIRenderData();
m_uiRenderer->renderUI(uiRenderData);
endFrame();
}
void MainMenuScene::handleClick(float x, float y) {
// 处理点击事件
m_mainMenuUIManager->handleClick(x, y);
}
void MainMenuScene::beginFrame() {
// 开始帧渲染的逻辑
if (!m_renderer) {
SDL_Log("ERROR: Renderer is NULL!\n");
return;
}
// 清屏为白色色背景
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
SDL_RenderClear(m_renderer);
//std::cout << "begin frame\n";
}
void MainMenuScene::endFrame() {
// 结束帧渲染的逻辑
// 提交到屏幕
//std::cout << "end frame\n";
SDL_RenderPresent(m_renderer);
}
void MainMenuScene::renderMousePosition(float x, float y) {
m_mainMenuUIManager->UpdateMousePositon(x, y);
}

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#pragma once
#include "scenes/base/Scene.h"
#include "ui/managers/MainMenuUIManager.h"
class MainMenuScene : public Scene {
public:
MainMenuScene();
~MainMenuScene() override = default;
// 实现 Scene 接口
void onEnter(SDL_Renderer* renderer, int width, int height, UIRenderer* uiRenderer) override;
void onExit() override;
void update() override;
void render() override;
void handleClick(float x, float y) override;
void renderMousePosition(float x, float y) override;
private:
// 其他私有成员变量和方法
std::unique_ptr<MainMenuUIManager> m_mainMenuUIManager = nullptr;
void beginFrame();
void endFrame();
};

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#include "MainMenuUIManager.h"
#include "utils/CoordinateTools.h"
MainMenuUIManager::MainMenuUIManager(SDL_Renderer* renderer,
TextRenderer* textRenderer,
SceneEventCallback eventCallback) {
m_renderer = renderer;
m_textRenderer = textRenderer;
m_eventCallback = eventCallback;
}
MainMenuUIManager::~MainMenuUIManager() {
}
void MainMenuUIManager::init() {
auto button = std::make_unique<Button>(m_textRenderer);
button->setBackgroundColor({0, 150, 255, 255});
button->setBorder(2, {0, 0, 0, 255});
button->setPosition(650, 430);
button->setName("StartButton");
button->setText("Start Game", {"SourceHanSansSC-Regular.otf", 64, {255, 255, 255, 255}});
button->setCallback([this](){
SDL_Log("Start Game button clicked!");
m_eventCallback("GameScene");
});
m_buttons.emplace(button->getNameHash(), std::move(button));
auto label = std::make_unique<Label>();
label->setPosition(1200, 20);
label->setText("0 0", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
label->setName("MousePositionLabel");
m_labels.emplace(label->getNameHash(), std::move(label));
}
void MainMenuUIManager::CollectRenderData() {
// 清理上一帧的数据
m_uiRenderData.buttons.clear();
m_uiRenderData.labels.clear();
for (auto& button : m_buttons) {
if(!button.second->isVisible()) {
continue;
}
m_uiRenderData.buttons.push_back(button.second->getButtonDate());
}
for (auto& label : m_labels) {
if(!label.second->isVisible()) {
continue;
}
m_uiRenderData.labels.push_back(label.second->getLabelDate());
}
}
void MainMenuUIManager::UpdateMousePositon(float x, float y) {
auto logicalPos = physicalToLogical(static_cast<float>(x), static_cast<float>(y), m_renderer);
int lx = logicalPos.first;
int ly = logicalPos.second;
std::string pos = std::to_string(lx) + " " + std::to_string(ly);
m_labels[makeHash("MousePositionLabel")]->setText(pos);
}
const UIRenderData& MainMenuUIManager::getUIRenderData() {
CollectRenderData();
return m_uiRenderData;
}
void MainMenuUIManager::handleClick(float x, float y) {
auto logicPos = physicalToLogical(x, y, m_renderer);
for (auto& buttonPair : m_buttons) {
SDL_Log("Handling click at logical position (%d, %d)\n", logicPos.first, logicPos.second);
buttonPair.second->handleCilck(logicPos.first, logicPos.second);
}
}

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#pragma once
#include "ui/base/IUIManager.h"
class TextRenderer;
class MainMenuUIManager : public IUIManager {
public:
using SceneEventCallback = std::function<void(const std::string&)>;
MainMenuUIManager(SDL_Renderer* renderer,
TextRenderer* textRenderer,
SceneEventCallback eventCallback
);
~MainMenuUIManager();
void init() override;
const UIRenderData& getUIRenderData() override;
void CollectRenderData() override;
void UpdateMousePositon(float x, float y) override;
void handleClick(float x, float y);
private:
SceneEventCallback m_eventCallback;
};