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https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
change render structure
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@@ -1,112 +0,0 @@
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#include "Render.h"
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Renderer::Renderer(int WIDTH, int HEIGHT) : m_Width(WIDTH), m_Height(HEIGHT) {
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m_cellSize = HEIGHT / m_boardRow;
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}
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Renderer::~Renderer() {
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if (m_renderer) SDL_DestroyRenderer(m_renderer);
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if (m_window) SDL_DestroyWindow(m_window);
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}
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bool Renderer::initialize() {
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// 创建窗口(支持高DPI和横屏)[3,4](@ref)
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m_window = SDL_CreateWindow(
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"孢子棋", // 窗口标题,显示在标题栏上
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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
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m_Height, // 窗口的逻辑高度(例如 600)
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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
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SDL_WINDOW_RESIZABLE // 允许用户调整窗口大小(可拉伸)
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);
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if (!m_window) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"创建窗口失败: %s", SDL_GetError());
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return false;
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}
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// 创建渲染器
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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
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if (!m_renderer) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"创建渲染器失败: %s", SDL_GetError());
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return false;
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}
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// 设置逻辑呈现模式,实现分辨率自适应[3](@ref)
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SDL_SetRenderLogicalPresentation(m_renderer,
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m_Width,
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m_Height,
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SDL_LOGICAL_PRESENTATION_LETTERBOX);
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SDL_SetWindowSize(m_window, m_Width, m_Height);
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return true;
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}
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void Renderer::render() {
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clear();
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drawBoard();
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present();
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}
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void Renderer::clear() {
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// 设置画笔颜色
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SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
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// 使用画笔颜色填充整个屏幕
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SDL_RenderClear(m_renderer);
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}
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void Renderer::present() {
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SDL_RenderPresent(m_renderer);
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}
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void Renderer::drawBoard() {
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auto area = getBoardArea();
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// 绘制棋盘格子(交替颜色)
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for (int row = 0; row < area.rows; ++row) {
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for (int col = 0; col < area.cols; ++col) {
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// 使用 SDL_FRect(浮点数)
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SDL_FRect rect{
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static_cast<float>(area.x + col * area.cellSize),
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static_cast<float>(area.y + row * area.cellSize),
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static_cast<float>(area.cellSize),
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static_cast<float>(area.cellSize)
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};
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bool isLight = (row + col) % 2 == 0;
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SDL_SetRenderDrawColor(m_renderer,
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isLight ? 240 : 180,
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isLight ? 220 : 160,
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isLight ? 180 : 120,
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255);
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// SDL3: RenderFillRect 接受 const SDL_FRect*
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SDL_RenderFillRect(m_renderer, &rect);
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}
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}
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}
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ui::BoardArea Renderer::getBoardArea() const {
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return {
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(m_Width - m_cellSize * m_boardCOL) / 2,
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(m_Height - m_cellSize * m_boardRow) / 2,
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m_cellSize,
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m_boardRow,
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m_boardCOL
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};
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}
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SDL_Renderer* Renderer::getSDLRenderer() const {
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return m_renderer;
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}
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@@ -1,38 +0,0 @@
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#pragma once
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#include "UIType.h"
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#include <SDL3/SDL.h>
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class Renderer
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{
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private:
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SDL_Window* m_window = nullptr;
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SDL_Renderer* m_renderer = nullptr;
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int m_Width;
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int m_Height;
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int m_cellSize;
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int m_boardRow = 7;
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int m_boardCOL = 7;
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public:
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Renderer(int WIDTH, int HEIGHT);
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~Renderer();
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// 渲染画面
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void render();
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bool initialize();
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// 清除上一帧的渲染
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void clear();
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// 展现画面
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void present();
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// 绘制棋盘
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void drawBoard();
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ui::BoardArea getBoardArea() const;
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SDL_Renderer* getSDLRenderer() const;
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};
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