Files
SporeBG-Conid/src/core/GameApplication.cpp

107 lines
3.2 KiB
C++

#include "GameApplication.h"
#include "utils/Tools.h"
#include "Time.h"
GameApplication::GameApplication()
{
}
GameApplication::~GameApplication() {
}
bool GameApplication::initialize() {
// 初始化SDL视频子系统[6,7](@ref)
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_Log("SDL初始化失败: %s", SDL_GetError());
return false;
}
if (!TTF_Init()) {
SDL_Log("无法初始化 SDL_ttf: %s", SDL_GetError());
return false;
}
if (!ConfigLoader::load("assets/config.json", m_config)) {
SDL_Log("无法加载json");
}
Time::init();
// 输入管理
m_inputManager = std::make_unique<InputManager>();
// 窗口管理
m_windowManager = std::make_unique<WindowManager>();
m_windowManager->Initialize(m_config);
// 字体管理
m_fontManager = std::make_unique<FontManager>();
// 文字渲染
m_textRenderer = std::make_unique<TextRenderer>(m_windowManager->GetRenderer(), m_fontManager.get(), m_windowManager->getViewport());
m_uiRenderer = std:: make_unique<UIRenderer>(m_windowManager->GetRenderer(), m_textRenderer.get());
// 调试管理
m_debugManager = std::make_unique<DebugManager>(
m_windowManager->GetRenderer(),
m_windowManager->GetWindow(),
//m_inputManager->GetInputState(),
m_uiRenderer.get()
);
m_debugManager->initialize();
// 场景管理,传入窗口句柄以便 SceneManager 能获取窗口尺寸
m_sceneManager = std::make_unique<SceneManager>(m_windowManager->GetRenderer(), m_uiRenderer.get(), m_windowManager->GetWindow());
if (!m_sceneManager->initialize()) {
SDL_Log("SceneManager 初始化失败!");
return false;
}
return true;
}
SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
auto result = m_inputManager->handleInputEvent(event);
// 只有当事件是鼠标左键按下时,才触发点击逻辑
InputState input = m_inputManager->GetInputState();
if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN &&
event->button.button == SDL_BUTTON_LEFT) {
auto pos = Tools::physicalToLogical(input.mouseCilckOn.first, input.mouseCilckOn.second, m_windowManager->getViewport());
m_sceneManager->handleClickCurrent(pos);
}
auto pos = Tools::physicalToLogical(input.mouseCurrentPosition.first, input.mouseCurrentPosition.second, m_windowManager->getViewport());
m_debugManager->updateMousePos(pos.first, pos.second, input);
m_windowManager->setFullscreen(input.isFullscreen);
// 改变窗口时清理旧的缓存
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
m_windowManager->onWindowResize();
m_textRenderer->clearCache();
}
return result;
}
void GameApplication::run() {
Time::update();
m_sceneManager->updateCurrent();
m_debugManager->updateDebugInfo();
m_windowManager->Clear();
m_windowManager->beginWorld();
m_sceneManager->renderWorld();
m_windowManager->endWorld();
m_windowManager->beginUI();
m_sceneManager->renderUI();
m_debugManager->showDebugInfo();
m_windowManager->endUI();
m_windowManager->Present();
}