优化画布类
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@@ -4,20 +4,51 @@
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#include "EngineFrame/Component/Sprite.h"
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class Canvas : public Actor
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{
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struct ImgKey
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{
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std::string img;
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int index;
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bool operator<(const ImgKey &other) const
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{
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if (img != other.img)
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{
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return img < other.img; // 字符串按字典序比较
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}
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return index < other.index; // 字符串相同则比较index
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}
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};
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struct DrawInfo
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{
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ImgKey texture;
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SDL_FRect rect = {0, 0, 0, 0};
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};
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private:
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/**纹理 */
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RefPtr<Texture> m_texture = nullptr;
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/**精灵 */
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RefPtr<Sprite> m_sprite = nullptr;
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/**大小 */
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VecSize m_size;
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/**渲染大小 */
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SDL_Rect m_renderRect;
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SDL_FRect m_rect;
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/**脏标记 */
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bool m_dirty = true;
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/**FBO */
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GLuint m_fbo = 0;
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/**绘制纹理集 */
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std::map<ImgKey, RefPtr<Texture>> m_imgMap;
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/**绘制队列 */
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std::vector<DrawInfo> m_drawQueue;
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public:
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Canvas(VecSize size);
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void PreRender() override;
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void Render() override;
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void AddChild(RefPtr<BaseNode> child) override;
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void Blend();
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void DrawImg(std::string img, int index, Vec2 pos);
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void DrawImg(std::string img, int index, SDL_FRect rect);
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void Clear();
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};
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