Files
SporeBG-Conid/src/ui/managers/GameUIManager.cpp

181 lines
5.6 KiB
C++

#include "GameUIManager.h"
#include "utils/CoordinateTools.h"
GameUIManager::GameUIManager(SDL_Renderer* renderer, TextRenderer* textRenderer)
{
m_renderer = renderer;
m_textRenderer = textRenderer;
}
GameUIManager::~GameUIManager() {
}
void GameUIManager::init() {
//m_restartCallback = restartCallback;
setupUIComponents();
}
void GameUIManager::setCallback(std::function<void()> restartCallback) {
m_restartCallback = restartCallback;
}
const UIRenderData& GameUIManager::getUIRenderData() {
CollectRenderData();
return m_uiRenderData;
}
void GameUIManager::CollectRenderData() {
//SDL_Log("CollectRenderData called. buttons count = %zu", m_buttons.size());
// 清理上一帧的数据
m_uiRenderData.buttons.clear();
m_uiRenderData.labels.clear();
//SDL_Log("collect data\n");
for (auto& button : m_buttons) {
if(!button.second->isVisible()) {
continue;
}
m_uiRenderData.buttons.push_back(button.second->getButtonDate());
}
for (auto& label : m_labels) {
if(!label.second->isVisible()) {
continue;
}
m_uiRenderData.labels.push_back(label.second->getLabelDate());
}
}
void GameUIManager::UpdateMousePositon(float x, float y) {
auto logicalPos = physicalToLogical(static_cast<float>(x), static_cast<float>(y), m_renderer);
int lx = logicalPos.first;
int ly = logicalPos.second;
std::string pos = std::to_string(lx) + " " + std::to_string(ly);
m_labels[makeHash("MousePositionLabel")]->setText(pos);
}
void GameUIManager::updateActionType(ActionType type) {
// 根据传入的 ActionType 更新 UI 组件状态
auto buttonIt = m_buttons.find(makeHash("ActionButton"));
if (buttonIt != m_buttons.end()) {
auto& button = buttonIt->second;
switch (type) {
case ActionType::GROW:
button->setBackgroundColor({255, 100, 0, 255}); // 橙色
button->setText("GROW");
break;
case ActionType::MOVE:
button->setBackgroundColor({0, 255, 0, 255}); // 绿色
button->setText("MOVE");
break;
case ActionType::SPORE:
button->setBackgroundColor({0, 0, 255, 255}); // 蓝色
button->setText("SPORE");
break;
default:
button->setBackgroundColor({255, 100, 0, 255}); // 默认橙色
break;
}
}
}
void GameUIManager::updateGameState(GameState state) {
if (m_currentGameState == state) {
SDL_Log("State unchanged, returning early\n");
return;
}
// 根据传入的 GameState 更新 UI 组件状态
{
auto buttonIt = m_buttons.find(makeHash("RestartButton"));
if (buttonIt != m_buttons.end()) {
auto& button = buttonIt->second;
if (state != GameState::GAME_RUNING) {
//button->setBackgroundColor({255, 215, 0, 255}); // 金色
//button->setText("GAME OVER");
button->setVisible(true);
button->setEnabled(true);
} else {
button->setVisible(false);
button->setEnabled(false);
}
}
}
{
auto actionButtonIt = m_buttons.find(makeHash("ActionButton"));
if (actionButtonIt != m_buttons.end()) {
auto& actionButton = actionButtonIt->second;
if (state != GameState::GAME_RUNING) {
actionButton->setEnabled(false);
actionButton->setVisible(false);
} else {
actionButton->setEnabled(true);
actionButton->setVisible(true);
}
}
}
// 保存当前游戏状态,避免后续相同状态更新被误判为无变化
m_currentGameState = state;
}
void GameUIManager::setupUIComponents() {
// 这里可以添加更多的UI组件初始化逻辑
auto button = std::make_unique<Button>();
button->setBackgroundColor({255, 100, 0, 255});
button->setBorder(2, {0, 0, 0, 255});
button->setRect(20, 20, 200, 100);
button->setEnabled(true);
button->setVisible(true);
button->setText("Please Choose", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
button->setName("ActionButton");
m_buttons.emplace(button->getNameHash(), std::move(button));
auto label = std::make_unique<Label>();
label->setRect(1200, 20, 200, 50);
label->setText("0 0", {"SourceHanSansSC-Regular.otf", 48, {0, 0, 0, 255}});
label->setName("MousePositionLabel");
m_labels.emplace(label->getNameHash(), std::move(label));
auto restartButton = std::make_unique<Button>(
"Restart",
(TextStyle){"unifont.otf", 48, {0, 0, 0, 255}},
700,
500
);
restartButton->setCallback([this](){
if (m_restartCallback) {
m_restartCallback();
}
});
restartButton->setName("RestartButton");
restartButton->setVisible(false); // 初始时隐藏
restartButton->setEnabled(false);
m_buttons.emplace(restartButton->getNameHash(), std::move(restartButton));
}
bool GameUIManager::handleClick(float x, float y) {
auto logicalPos = physicalToLogical(static_cast<float>(x), static_cast<float>(y), m_renderer);
int lx = logicalPos.first;
int ly = logicalPos.second;
// 遍历所有按钮,检查点击位置是否在按钮范围内
for (auto& [id, button] : m_buttons) {
if (button->isEnabled() && button->isVisible()) {
if(button->handleCilck(lx, ly)) {
return true;
}
}
}
return false;
}