#include "GameRenderer.h" #include "game/Board.h" #include GameRenderer::GameRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer) : m_Width(WIDTH), m_Height(HEIGHT), m_renderer(renderer) { m_cellSize = HEIGHT / m_boardRow; } GameRenderer::~GameRenderer() { } bool GameRenderer::initialize() { return true; } void GameRenderer::beginFrame() { if (!m_renderer) { std::cout << "ERROR: Renderer is NULL!\n"; return; } // 清屏为白色色背景 SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255); SDL_RenderClear(m_renderer); //std::cout << "begin frame\n"; } void GameRenderer::endFrame() { // 提交到屏幕 //std::cout << "end frame\n"; SDL_RenderPresent(m_renderer); } void GameRenderer::setBoard(const Board* board) { m_board = board; } void GameRenderer::drawBackground() { } void GameRenderer::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(area.x + col * area.cellSize), static_cast(area.y + row * area.cellSize), static_cast(area.cellSize), static_cast(area.cellSize) }; //bool isLight = (row + col) % 2 == 0; SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255); // SDL3: RenderFillRect 接受 const SDL_FRect* SDL_RenderRect(m_renderer, &rect); } } } void GameRenderer::drawPiece(std::optional> selectedPiece) { if (!m_board || !m_renderer) return; auto area = getBoardArea(); float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f; // 遍历所有格子 for (int row = 0; row < m_boardRow; ++row) { for (int col = 0; col < m_boardCOL; ++col) { const Piece* piece = m_board->getPieceAt(row, col); if (!piece) continue; // 没有棋子则跳过 // 计算棋子中心位置 float centerX = area.x + col * area.cellSize + area.cellSize / 2.0f; float centerY = area.y + row * area.cellSize + area.cellSize / 2.0f; // 确定棋子颜色 SDL_Color color; if (selectedPiece && selectedPiece->first == row && selectedPiece->second == col) { // 选中状态的棋子 color = m_colors.selected; } else { // 根据玩家设置颜色 color = (piece->getPieceOwner() == PlayerID::P1) ? m_colors.P1 : m_colors.P2; } // 绘制棋子(圆形) SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a); // 绘制实心圆(使用多个同心圆来近似) for (float r = pieceRadius; r > 0; r -= 1.0f) { SDL_FRect rect = { centerX - r, centerY - r, r * 2.0f, r * 2.0f }; SDL_RenderFillRect(m_renderer, &rect); } } } } BoardArea GameRenderer::getBoardArea() const { return { (m_Width - m_cellSize * m_boardCOL) / 2, (m_Height - m_cellSize * m_boardRow) / 2, m_cellSize, m_boardRow, m_boardCOL }; }