mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
236 lines
7.5 KiB
C++
236 lines
7.5 KiB
C++
#include "BoardRenderer.h"
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#include "game/Board.h"
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#include <iostream>
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BoardRenderer::BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, TextureManager* textureManager) :
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m_Width(WIDTH),
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m_Height(HEIGHT),
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m_renderer(renderer),
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m_textureManager(textureManager)
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{
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m_cellSize = HEIGHT / m_boardRow;
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}
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BoardRenderer::~BoardRenderer() {
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}
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bool BoardRenderer::initialize() {
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return true;
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}
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void BoardRenderer::setBoard(const Board* board) {
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m_board = board;
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}
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void BoardRenderer::drawBackground() {
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}
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void BoardRenderer::drawBoard() {
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auto area = getBoardArea();
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// 绘制棋盘格子
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for (int row = 0; row < area.rows; ++row) {
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for (int col = 0; col < area.cols; ++col) {
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// 使用 SDL_FRect(浮点数)
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SDL_FRect rect{
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static_cast<float>(area.x + col * area.cellSize),
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static_cast<float>(area.y + row * area.cellSize),
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static_cast<float>(area.cellSize),
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static_cast<float>(area.cellSize)
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};
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//bool isLight = (row + col) % 2 == 0;
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SDL_SetRenderDrawColor(m_renderer,
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0,
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0,
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0,
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255);
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// SDL3: RenderFillRect 接受 const SDL_FRect*
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SDL_RenderRect(m_renderer, &rect);
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}
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}
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}
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void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece) {
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if (!m_board || !m_renderer) return;
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auto area = getBoardArea();
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
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// 遍历所有格子
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for (int row = 0; row < m_boardRow; ++row) {
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for (int col = 0; col < m_boardCOL; ++col) {
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const Piece* piece = m_board->getPieceAt(row, col);
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if (!piece) continue; // 没有棋子则跳过
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// 计算棋子中心位置
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float x = area.x + col * area.cellSize;
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float y = area.y + row * area.cellSize;
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// 确定棋子颜色
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SDL_Color color;
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if (selectedPiece && selectedPiece->first == row && selectedPiece->second == col) {
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// 选中状态的棋子
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color = m_colors.selected;
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} else {
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// 根据玩家设置颜色
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color = (piece->getPieceOwner() == PlayerID::P1) ?
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m_colors.P1 : m_colors.P2;
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}
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//SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a);
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SDL_FRect rect{
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x + (area.cellSize - pieceRadius * 2) / 2.0f,
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y + (area.cellSize - pieceRadius * 2) / 2.0f,
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pieceRadius * 2,
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pieceRadius * 2
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};
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//SDL_RenderFillRect(m_renderer, &rect);
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auto texture = m_textureManager->createTextureFromRect(rect.x, rect.y, rect, color);
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SDL_FRect srect = {0, 0, rect.w, rect.h};
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SDL_RenderTexture(m_renderer, texture, &srect, &rect);
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}
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}
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}
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void BoardRenderer::updateMovementRange(std::optional<std::pair<int, int>> selectedPiece, ActionType tpye) {
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// 清空当前范围以便下次更新
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m_currentDrawRange.clear();
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if (!m_board || !m_renderer || !selectedPiece) return;
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if (selectedPiece == std::nullopt) return;
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auto selectedComponent = m_board->getComponentByPieceID(m_board->getPieceID(selectedPiece->first, selectedPiece->second));
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auto currentPlayer = m_board->getPieceAt(selectedPiece->first, selectedPiece->second)->getPieceOwner();
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switch (tpye) {
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case ActionType::GROW:
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// 绘制生长范围的逻辑
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for (auto PieceID : selectedComponent) {
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auto Neighbors = m_board->getOrthogonalNeighbors(PieceID);
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for (auto neighborID : Neighbors) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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}
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break;
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case ActionType::MOVE:
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// 绘制移动范围的逻辑
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for (auto PieceID : selectedComponent) {
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auto Neighbors = m_board->getOrthogonalNeighbors(PieceID);
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for (auto neighborID : Neighbors) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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} else if (piece->getPieceOwner() != currentPlayer) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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}
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break;
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case ActionType::SPORE: {
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// 绘制孢子范围的逻辑
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auto SporeRange = m_board->getSporeRange(m_board->getPieceID(selectedPiece->first, selectedPiece->second));
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for (auto neighborID : SporeRange) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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}
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break;
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default:
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break;
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}
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}
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void BoardRenderer::drawMovementRange() {
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if (!m_board || !m_renderer) return;
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// 开启混合模式(重要!)
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
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auto area = getBoardArea();
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 4.0f;
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for (auto PieceID : m_currentDrawRange) {
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auto [row, col] = m_board->getCoordFromID(PieceID);
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// 计算棋子中心位置
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float x = area.x + col * area.cellSize;
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float y = area.y + row * area.cellSize;
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SDL_FRect rect{
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x + (area.cellSize - pieceRadius * 2) / 2.0f,
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y + (area.cellSize - pieceRadius * 2) / 2.0f,
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pieceRadius * 2,
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pieceRadius * 2
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};
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SDL_SetRenderDrawColor(m_renderer,
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0,
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255,
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0,
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100); // 半透明绿色
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SDL_RenderFillRect(m_renderer, &rect);
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}
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// 如果需要,绘制完可以恢复原来的混合模式
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
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}
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BoardArea BoardRenderer::getBoardArea() const {
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return {
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(m_Width - m_cellSize * m_boardCOL) / 2,
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(m_Height - m_cellSize * m_boardRow) / 2,
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m_cellSize,
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m_boardRow,
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m_boardCOL
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};
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}
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void BoardRenderer::setGameState(GameState state) {
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m_gameState = state;
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}
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void BoardRenderer::renderBlackOverlay() {
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if (!m_renderer) return;
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if (m_gameState == GameState::GAME_RUNING) return;
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// 开启混合模式(重要!)
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
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// 设置黑色半透明颜色
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SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 150); // 半透明黑色
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// 绘制覆盖整个屏幕的矩形
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SDL_FRect rect{
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0.0f,
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0.0f,
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static_cast<float>(m_Width),
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static_cast<float>(m_Height)
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};
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SDL_RenderFillRect(m_renderer, &rect);
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// 恢复原来的混合模式
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
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} |