修改底层渲染为OpenGL
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@@ -1,59 +1,30 @@
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#pragma once
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#include <string>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_ttf.h>
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#include "EngineFrame/Component/Component.h"
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class Game;
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#include "EngineFrame/Component/Sprite.h"
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class Text : public Component
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class Text : public Sprite
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{
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private:
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/* data */
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SDL_Texture *m_texture = nullptr;
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public:
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Text(/* args */);
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Text(std::string Str, TTF_Font *font, SDL_Color color);
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Text(std::string Str, TTF_Font *font, SDL_Color textColor, SDL_Color strokeColor, int strokeSize);
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~Text();
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// 显式引入基类的Init方法,避免隐藏
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using Component::Init;
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void Init(std::string Str, TTF_Font *font, SDL_Color color);
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void Init(std::string Str, TTF_Font *font, SDL_Color textColor, SDL_Color strokeColor, int strokeSize);
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void HandleEvents(SDL_Event *e) override;
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void Update(float deltaTime) override;
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void Render() override;
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void Clear() override;
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SDL_Texture *GetTexture();
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public:
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// 组件标签
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Tag m_tag = Tag::RENDER | Tag::UPDATE; // 标记该组件需要渲染和更新
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/** 文本内容 */
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std::string m_text;
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/** 字体 */
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TTF_Font *m_font;
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SDL_Color m_text_color;
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SDL_Color m_stroke_color;
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int m_stroke_size = 0;
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SDL_Point Pos = {0, 0}; // 位置坐标
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SDL_Point TextureSize = {0, 0}; // 纹理大小
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SDL_Point Size = {0, 0}; // 大小
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SDL_Point Anchor = {0, 0}; // 中心点
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float Angle = 0.0f; // 旋转角度
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SDL_RendererFlip flip = SDL_FLIP_NONE; // 翻转
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/** 字体颜色 */
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SDL_Color m_color;
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public:
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// 设置坐标
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void SetPos(SDL_Point pos);
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// 设置文本
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void SetText(std::string Str);
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// 获取坐标
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SDL_Point GetPos();
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// 获取文本
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std::string GetText();
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};
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