change render structure

This commit is contained in:
2025-12-06 10:24:26 +08:00
parent 3171e87f7e
commit eaf7ea27f7
2 changed files with 0 additions and 0 deletions

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@@ -0,0 +1,112 @@
#include "Render.h"
Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
m_cellSize = HEIGHT / m_boardRow;
}
Renderer::~Renderer() {
if (m_renderer) SDL_DestroyRenderer(m_renderer);
if (m_window) SDL_DestroyWindow(m_window);
}
bool Renderer::initialize() {
// 创建窗口支持高DPI和横屏[3,4](@ref)
m_window = SDL_CreateWindow(
"孢子棋", // 窗口标题,显示在标题栏上
m_Width, // 窗口的逻辑宽度(例如 800用于统一布局不受屏幕 DPI 影响
m_Height, // 窗口的逻辑高度(例如 600
SDL_WINDOW_HIGH_PIXEL_DENSITY | // 启用高像素密度支持HiDPI/Retina确保在高分屏上画面清晰
SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
);
if (!m_window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"创建窗口失败: %s", SDL_GetError());
return false;
}
// 创建渲染器
m_renderer = SDL_CreateRenderer(m_window, nullptr); //自动选择合适渲染器,开启硬件加速和垂直同步
if (!m_renderer) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
"创建渲染器失败: %s", SDL_GetError());
return false;
}
// 设置逻辑呈现模式,实现分辨率自适应[3](@ref)
SDL_SetRenderLogicalPresentation(m_renderer,
m_Width,
m_Height,
SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetWindowSize(m_window, m_Width, m_Height);
return true;
}
void Renderer::render() {
clear();
drawBoard();
present();
}
void Renderer::clear() {
// 设置画笔颜色
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
// 使用画笔颜色填充整个屏幕
SDL_RenderClear(m_renderer);
}
void Renderer::present() {
SDL_RenderPresent(m_renderer);
}
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;
}

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@@ -0,0 +1,38 @@
#pragma once
#include "UIType.h"
#include <SDL3/SDL.h>
class Renderer
{
private:
SDL_Window* m_window = nullptr;
SDL_Renderer* m_renderer = nullptr;
int m_Width;
int m_Height;
int m_cellSize;
int m_boardRow = 7;
int m_boardCOL = 7;
public:
Renderer(int WIDTH, int HEIGHT);
~Renderer();
// 渲染画面
void render();
bool initialize();
// 清除上一帧的渲染
void clear();
// 展现画面
void present();
// 绘制棋盘
void drawBoard();
ui::BoardArea getBoardArea() const;
SDL_Renderer* getSDLRenderer() const;
};