mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
use gameapp to control game
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@@ -6,9 +6,9 @@ GameApplication::GameApplication() {
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}
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void GameApplication::initialize() {
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bool GameApplication::initialize() {
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m_gameSession->initialize();
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return true;
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}
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SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
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@@ -1,6 +1,6 @@
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#pragma once
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#include "core/GameSession.h"
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#include "game/GameSession.h"
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#include "input/InputManager.h"
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#include "utils/Config.h"
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@@ -17,7 +17,7 @@ private:
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public:
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GameApplication();
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~GameApplication();
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void initialize();
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bool initialize();
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SDL_AppResult handleInputEvent(SDL_Event* event);
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void run();
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38
src/main.cpp
38
src/main.cpp
@@ -1,16 +1,10 @@
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#define SDL_MAIN_USE_CALLBACKS 1 // 启用回调函数模式
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include "core/Game.h"
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#include "ui/Render.h"
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#include "input/InputManager.h"
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#include "core/GameApplication.h"
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//使用SDL3的appstate进行隔离,避免全局变量
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struct AppState {
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std::unique_ptr<Game> g_game;
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std::unique_ptr<Renderer> g_renderer;
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std::unique_ptr<InputManager> g_input;
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};
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@@ -30,45 +24,43 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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}
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// 创建游戏实例
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auto state = new AppState();
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state->g_game = std::make_unique<Game>();
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state->g_renderer = std::make_unique<Renderer>(WIDTH, HEIGHT);
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state->g_input = std::make_unique<InputManager>();
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auto gameapp = new GameApplication();
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if (!state->g_game->initialize() || !state->g_renderer->initialize()) {
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if (!gameapp->initialize()) {
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SDL_Log("游戏初始化失败!");
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delete state;
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delete gameapp;
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return SDL_APP_FAILURE;
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}
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*appstate = state;
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*appstate = gameapp;
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return SDL_APP_CONTINUE;
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}
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// 2. 事件处理回调
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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auto s = static_cast<AppState*>(appstate);
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auto gameapp = static_cast<GameApplication*>(appstate);
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auto result = s->g_input->handleInputEvent(event, s->g_renderer.get(), s->g_game.get());
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auto result = gameapp->handleInputEvent(event);
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return result;
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}
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// 3. 主循环迭代回调(每帧调用)
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SDL_AppResult SDL_AppIterate(void *appstate) {
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auto s = static_cast<AppState*>(appstate);
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if (s) { //防止空指针
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// 更新游戏逻辑
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auto gameapp = static_cast<GameApplication*>(appstate);
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if (gameapp) { //防止空指针
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gameapp->run();
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// 渲染帧
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s->g_renderer->render();
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}
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return SDL_APP_CONTINUE;
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}
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// 4. 应用退出回调(清理资源)
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void SDL_AppQuit(void *appstate, SDL_AppResult result) {
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delete static_cast<AppState*>(appstate);
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delete static_cast<GameApplication*>(appstate);
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SDL_Quit();
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}
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