The calculation process has been modified, and now it is performed directly in the gameapplication class

This commit is contained in:
2025-12-24 14:01:25 +08:00
parent cefe4a37b7
commit e8c6cee046
15 changed files with 54 additions and 56 deletions

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@@ -1,5 +1,5 @@
#include "GameApplication.h" #include "GameApplication.h"
#include "utils/Tools.h"
GameApplication::GameApplication() { GameApplication::GameApplication() {
} }
@@ -49,10 +49,11 @@ SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
InputState input = m_inputManager->GetInputState(); InputState input = m_inputManager->GetInputState();
if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN && if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN &&
event->button.button == SDL_BUTTON_LEFT) { event->button.button == SDL_BUTTON_LEFT) {
auto pos = Tools::physicalToLogical(input.mouseCilckOn.first, input.mouseCilckOn.second, m_windowManager->getViewport());
m_sceneManager->handleClickCurrent(input.mouseCilckOn); m_sceneManager->handleClickCurrent(pos);
} }
m_sceneManager->handleMousePosition(input.mouseCurrentPosition); auto pos = Tools::physicalToLogical(input.mouseCurrentPosition.first, input.mouseCurrentPosition.second, m_windowManager->getViewport());
m_sceneManager->handleMousePosition(pos);
m_windowManager->setFullscreen(input.isFullscreen); m_windowManager->setFullscreen(input.isFullscreen);
// 改变窗口时清理旧的缓存 // 改变窗口时清理旧的缓存
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) { if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {

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@@ -1,5 +1,5 @@
#include "CoordinateConverter.h" #include "CoordinateConverter.h"
#include "utils/CoordinateTools.h"
CoordinateConverter::CoordinateConverter(SDL_Renderer* renderer) : m_renderer(renderer) { CoordinateConverter::CoordinateConverter(SDL_Renderer* renderer) : m_renderer(renderer) {
} }
@@ -8,8 +8,8 @@ CoordinateConverter::~CoordinateConverter() {
} }
std::optional<std::pair<int, int>> CoordinateConverter::ScreenToBoard(float screenX, float screenY, BoardArea area) { std::optional<std::pair<int, int>> CoordinateConverter::ScreenToBoard(int mouseX, int mouseY, BoardArea area) {
auto [mouseX, mouseY] = physicalToLogical(screenX, screenY, m_renderer);
// 判断是否点击在棋盘区域内 // 判断是否点击在棋盘区域内
if (mouseX < area.x || mouseX >= area.x + area.cellSize * area.cols || if (mouseX < area.x || mouseX >= area.x + area.cellSize * area.cols ||
mouseY < area.y || mouseY >= area.y + area.cellSize * area.rows) { mouseY < area.y || mouseY >= area.y + area.cellSize * area.rows) {

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@@ -8,7 +8,7 @@ public:
CoordinateConverter(SDL_Renderer* renderer); CoordinateConverter(SDL_Renderer* renderer);
~CoordinateConverter(); ~CoordinateConverter();
// 将物理坐标转化成逻辑坐标 // 将物理坐标转化成逻辑坐标
std::optional<std::pair<int, int>> ScreenToBoard(float screenX, float screenY, BoardArea aera); std::optional<std::pair<int, int>> ScreenToBoard(int mouseX, int mouseY, BoardArea aera);
private: private:
SDL_Renderer* m_renderer; SDL_Renderer* m_renderer;

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@@ -51,13 +51,13 @@ public:
* @param x 点击位置的 X 坐标 * @param x 点击位置的 X 坐标
* @param y 点击位置的 Y 坐标 * @param y 点击位置的 Y 坐标
*/ */
virtual void handleClick(float x, float y) = 0; virtual void handleClick(int logicalX, int logicalY) = 0;
/** /**
* @brief 渲染鼠标位置相关内容 * @brief 渲染鼠标位置相关内容
* @param x 鼠标位置的 X 坐标 * @param x 鼠标位置的 X 坐标
* @param y 鼠标位置的 Y 坐标 * @param y 鼠标位置的 Y 坐标
*/ */
virtual void renderMousePosition(float x, float y){}; virtual void renderMousePosition(int logicalX, int logicalY){};
/** /**
* @brief 设置场景事件回调函数 * @brief 设置场景事件回调函数
* @param callback 场景事件回调函数 * @param callback 场景事件回调函数

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@@ -147,14 +147,14 @@ void SceneManager::changeScene(const std::string& sceneName) {
void SceneManager::handleClickCurrent(std::pair<float, float> clickOn) { void SceneManager::handleClickCurrent(std::pair<int, int> clickOn) {
auto [screenX, screenY] = clickOn; auto [logicalX, logicalY] = clickOn;
if (m_scene) m_scene->handleClick(screenX, screenY); if (m_scene) m_scene->handleClick(logicalX, logicalY);
} }
void SceneManager::handleMousePosition(std::pair<float, float> mousePosition) { void SceneManager::handleMousePosition(std::pair<int, int> mousePosition) {
auto [screenX, screenY] = mousePosition; auto [logicalX, logicalY] = mousePosition;
if (m_scene) m_scene->renderMousePosition(screenX, screenY); if (m_scene) m_scene->renderMousePosition(logicalX, logicalY);
} }
void SceneManager::updateCurrent() { void SceneManager::updateCurrent() {

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@@ -90,14 +90,14 @@ public:
* @param clickOn 点击位置坐标对 {x, y} * @param clickOn 点击位置坐标对 {x, y}
* @details 将点击事件转发给当前场景的 handleClick() 方法进行处理 * @details 将点击事件转发给当前场景的 handleClick() 方法进行处理
*/ */
void handleClickCurrent(std::pair<float, float> clickOn); void handleClickCurrent(std::pair<int, int> clickOn);
/** /**
* @brief 处理当前场景的鼠标位置事件 * @brief 处理当前场景的鼠标位置事件
* @param mousePosition 鼠标位置坐标对 {x, y} * @param mousePosition 鼠标位置坐标对 {x, y}
* @details 将鼠标位置事件转发给当前场景的 renderMousePosition() 方法进行处理 * @details 将鼠标位置事件转发给当前场景的 renderMousePosition() 方法进行处理
*/ */
void handleMousePosition(std::pair<float, float> mousePosition); void handleMousePosition(std::pair<int, int> mousePosition);
/** /**
* @brief 更新当前场景 * @brief 更新当前场景

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@@ -48,8 +48,8 @@ void GameScene::renderUI() {
m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData()); m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
} }
void GameScene::handleClick(float screenX, float screenY) { void GameScene::handleClick(int logicalX, int logicalY) {
if (m_gameUIManager->handleClick(screenX, screenY)) { if (m_gameUIManager->handleClick(logicalX, logicalY)) {
return; return;
} }
@@ -57,7 +57,7 @@ void GameScene::handleClick(float screenX, float screenY) {
SDL_Log("Game is not running, click ignored."); SDL_Log("Game is not running, click ignored.");
return; return;
} }
auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_boardRenderer->getBoardArea()); auto click = m_CoordinateConverter->ScreenToBoard(logicalX, logicalY, m_boardRenderer->getBoardArea());
if (click) { if (click) {
auto [row, col] = click.value(); auto [row, col] = click.value();
m_gameSession->handleCoordinateInput(row, col); m_gameSession->handleCoordinateInput(row, col);
@@ -75,8 +75,8 @@ void GameScene::handleClick(float screenX, float screenY) {
} }
} }
void GameScene::renderMousePosition(float x, float y) { void GameScene::renderMousePosition(int logicalX, int logicalY) {
m_gameUIManager->UpdateMousePositon(x, y); m_gameUIManager->updateMousePositon(logicalX, logicalY);
} }
void GameScene::restartGame() { void GameScene::restartGame() {

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@@ -16,9 +16,9 @@ public:
void update() override; void update() override;
void renderWorld() override; // 逻辑世界 void renderWorld() override; // 逻辑世界
void renderUI() override; // 屏幕 UI void renderUI() override; // 屏幕 UI
void handleClick(float screenX, float screenY) override; void handleClick(int logicalX, int logicalYY) override;
void renderMousePosition(float x, float y) override; void renderMousePosition(int logicalX, int logicalY) override;
void restartGame(); void restartGame();
private: private:

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@@ -44,12 +44,12 @@ void MainMenuScene::renderUI() {
m_uiRenderer->renderUI(uiRenderData); m_uiRenderer->renderUI(uiRenderData);
} }
void MainMenuScene::handleClick(float x, float y) { void MainMenuScene::handleClick(int logicalX, int logicalY) {
// 处理点击事件 // 处理点击事件
m_mainMenuUIManager->handleClick(x, y); m_mainMenuUIManager->handleClick(logicalX, logicalY);
} }
void MainMenuScene::renderMousePosition(float x, float y) { void MainMenuScene::renderMousePosition(int logicalX, int logicalY) {
m_mainMenuUIManager->UpdateMousePositon(x, y); m_mainMenuUIManager->updateMousePositon(logicalX, logicalY);
} }

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@@ -13,9 +13,9 @@ public:
void update() override; void update() override;
void renderWorld() override; // 逻辑世界 void renderWorld() override; // 逻辑世界
void renderUI() override; // 屏幕 UI void renderUI() override; // 屏幕 UI
void handleClick(float x, float y) override; void handleClick(int logicalX, int logicalY) override;
void renderMousePosition(float x, float y) override; void renderMousePosition(int logicalX, int logicalY) override;
private: private:
// 其他私有成员变量和方法 // 其他私有成员变量和方法
std::unique_ptr<MainMenuUIManager> m_mainMenuUIManager = nullptr; std::unique_ptr<MainMenuUIManager> m_mainMenuUIManager = nullptr;

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@@ -20,7 +20,7 @@ public:
// 收集渲染数据 // 收集渲染数据
virtual void CollectRenderData() = 0; virtual void CollectRenderData() = 0;
virtual void UpdateMousePositon(float x, float y) = 0; virtual void updateMousePositon(int logicalX, int logicalY) = 0;
protected: protected:
std::unordered_map<int, std::unique_ptr<Button>> m_buttons; std::unordered_map<int, std::unique_ptr<Button>> m_buttons;

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@@ -1,5 +1,5 @@
#include "GameUIManager.h" #include "GameUIManager.h"
#include "utils/CoordinateTools.h"
GameUIManager::GameUIManager(SDL_Renderer* renderer, TextRenderer* textRenderer) GameUIManager::GameUIManager(SDL_Renderer* renderer, TextRenderer* textRenderer)
{ {
m_renderer = renderer; m_renderer = renderer;
@@ -50,12 +50,11 @@ void GameUIManager::CollectRenderData() {
} }
} }
void GameUIManager::UpdateMousePositon(float x, float y) { void GameUIManager::updateMousePositon(int logicalX, int logicalY) {
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(logicalX) + " " + std::to_string(logicalY);
std::string pos = std::to_string(lx) + " " + std::to_string(ly);
m_labels[makeHash("MousePositionLabel")]->setText(pos); m_labels[makeHash("MousePositionLabel")]->setText(pos);
} }
@@ -163,10 +162,9 @@ void GameUIManager::setupUIComponents() {
} }
bool GameUIManager::handleClick(float x, float y) { bool GameUIManager::handleClick(int lx, int ly) {
auto logicalPos = physicalToLogical(static_cast<float>(x), static_cast<float>(y), m_renderer);
int lx = logicalPos.first;
int ly = logicalPos.second;
// 遍历所有按钮,检查点击位置是否在按钮范围内 // 遍历所有按钮,检查点击位置是否在按钮范围内
for (auto& [id, button] : m_buttons) { for (auto& [id, button] : m_buttons) {

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@@ -16,13 +16,13 @@ public:
// 收集渲染数据 // 收集渲染数据
void CollectRenderData(); void CollectRenderData();
void UpdateMousePositon(float x, float y); void updateMousePositon(int logicalX, int logicalY);
void updateActionType(ActionType type); void updateActionType(ActionType type);
void updateGameState(GameState state); void updateGameState(GameState state);
bool handleClick(float x, float y); bool handleClick(int logicalX, int logicalY);
private: private:
std::function<void()> m_restartCallback; std::function<void()> m_restartCallback;
void setupUIComponents(); void setupUIComponents();

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@@ -1,5 +1,5 @@
#include "MainMenuUIManager.h" #include "MainMenuUIManager.h"
#include "utils/CoordinateTools.h"
#include "ui/base/UIWidgetFactory.h" #include "ui/base/UIWidgetFactory.h"
MainMenuUIManager::MainMenuUIManager(SDL_Renderer* renderer, MainMenuUIManager::MainMenuUIManager(SDL_Renderer* renderer,
TextRenderer* textRenderer, TextRenderer* textRenderer,
@@ -47,11 +47,10 @@ void MainMenuUIManager::CollectRenderData() {
} }
} }
void MainMenuUIManager::UpdateMousePositon(float x, float y) { void MainMenuUIManager::updateMousePositon(int logicalX, int logicalY) {
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(logicalX) + " " + std::to_string(logicalY);
std::string pos = std::to_string(lx) + " " + std::to_string(ly);
m_labels[makeHash("MousePositionLabel")]->setText(pos); m_labels[makeHash("MousePositionLabel")]->setText(pos);
} }
@@ -61,11 +60,11 @@ const UIRenderData& MainMenuUIManager::getUIRenderData() {
return m_uiRenderData; return m_uiRenderData;
} }
void MainMenuUIManager::handleClick(float x, float y) { void MainMenuUIManager::handleClick(int logicalX, int logicalY) {
auto logicPos = physicalToLogical(x, y, m_renderer);
for (auto& buttonPair : m_buttons) { for (auto& buttonPair : m_buttons) {
SDL_Log("Handling click at logical position (%d, %d)\n", logicPos.first, logicPos.second); SDL_Log("Handling click at logical position (%d, %d)\n", logicalX, logicalY);
if (buttonPair.second->handleCilck(logicPos.first, logicPos.second)) { if (buttonPair.second->handleCilck(logicalX, logicalY)) {
return; return;
} }
} }

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@@ -19,9 +19,9 @@ public:
void CollectRenderData() override; void CollectRenderData() override;
void UpdateMousePositon(float x, float y) override; void updateMousePositon(int logicalX, int logicalY) override;
void handleClick(float x, float y); void handleClick(int logicalX, int logicalY);
private: private:
SceneEventCallback m_eventCallback; SceneEventCallback m_eventCallback;