mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
Optimized the structure
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@@ -2,10 +2,7 @@
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#include "Game.h"
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Game::Game(int g_width, int g_heith)
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: Width(g_width),
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Height(g_heith),
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m_render(std::make_unique<Renderer>())
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Game::Game()
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{
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}
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@@ -22,9 +19,7 @@ void Game::cleanup() {
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bool Game::initialize() {
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if (!m_render->initialize()) {
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return false;
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}
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@@ -35,6 +30,4 @@ bool Game::initialize() {
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}
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void Game::render() {
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m_render->Renderhello();
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}
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@@ -3,22 +3,21 @@
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#include <SDL3/SDL.h>
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#include <memory>
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//#include "Board.h"
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#include "ui/Render.h"
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class Game {
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private:
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std::unique_ptr<Renderer> m_render;
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int Width;
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int Height;
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public:
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Game(int g_width, int g_heith);
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Game();
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~Game();
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void cleanup();
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bool initialize();
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void render();
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};
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19
src/main.cpp
19
src/main.cpp
@@ -2,11 +2,12 @@
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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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//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> game;
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std::unique_ptr<Game> g_game;
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std::unique_ptr<Renderer> g_renderer;
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};
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@@ -18,25 +19,27 @@ static const int HEIGHT = 900;
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// 1. 应用程序初始化回调
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
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// 设置应用元数据[8](@ref)
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SDL_SetAppMetadata("孢子棋", "1.0.0", "com.zhenyan121.sporechess");
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SDL_SetAppMetadata("孢子棋", "1.0.0", "com.zhenyan121.sporebgconid");
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// 初始化SDL视频子系统[6,7](@ref)
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("SDL初始化失败: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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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->game = std::make_unique<Game>(WIDTH, HEIGHT);
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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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if (!state->game->initialize()) {
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if (!state->g_game->initialize() || !state->g_renderer->initialize()) {
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SDL_Log("游戏初始化失败!");
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delete state;
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return SDL_APP_FAILURE;
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}
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*appstate = state;
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return SDL_APP_CONTINUE;
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}
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@@ -55,12 +58,12 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
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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->game) { //防止空指针
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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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// 渲染帧
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s->game->render();
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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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@@ -50,4 +50,9 @@ void Renderer::Renderhello() {
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SDL_RenderClear(m_renderer);
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SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
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SDL_RenderPresent(m_renderer);
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}
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void Renderer::render() {
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Renderhello();
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}
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@@ -13,6 +13,7 @@ public:
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Renderer(int WIDTH, int HEIGHT);
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Renderer();
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~Renderer();
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void render();
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bool initialize();
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void Renderhello();
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};
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