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SporeBG-Conid/src/main.cpp
2025-11-23 15:13:28 +08:00

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#define SDL_MAIN_USE_CALLBACKS 1 // 启用回调函数模式
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "core/Game.h"
#include "ui/Render.h"
//使用SDL3的appstate进行隔离避免全局变量
struct AppState {
std::unique_ptr<Game> g_game;
std::unique_ptr<Renderer> g_renderer;
};
static const int WIDTH = 1600;
static const int HEIGHT = 900;
// 1. 应用程序初始化回调
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) {
// 设置应用元数据[8](@ref)
SDL_SetAppMetadata("孢子棋", "1.0.0", "com.zhenyan121.sporebgconid");
// 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 SDL_APP_FAILURE;
}
// 创建游戏实例
auto state = new AppState();
state->g_game = std::make_unique<Game>();
state->g_renderer = std::make_unique<Renderer>(WIDTH, HEIGHT);
if (!state->g_game->initialize() || !state->g_renderer->initialize()) {
SDL_Log("游戏初始化失败!");
delete state;
return SDL_APP_FAILURE;
}
*appstate = state;
return SDL_APP_CONTINUE;
}
// 2. 事件处理回调
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
auto s = static_cast<AppState*>(appstate);
if (event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE;
}
// 3. 主循环迭代回调(每帧调用)
SDL_AppResult SDL_AppIterate(void *appstate) {
auto s = static_cast<AppState*>(appstate);
if (s) { //防止空指针
// 更新游戏逻辑
// 渲染帧
s->g_renderer->render();
}
return SDL_APP_CONTINUE;
}
// 4. 应用退出回调(清理资源)
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
delete static_cast<AppState*>(appstate);
SDL_Quit();
}