修改底层渲染为OpenGL
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@@ -27,7 +27,7 @@ void Scene_Loading_UI::Enter()
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RefPtr<Sprite> LoadCircleSp = new Sprite("ImagePacks2/Loading2.png");
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LoadCircleSp->SetName("LoadCircle");
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LoadCircleSp->SetPos(VecFPos{1280 - 60, 686 - 60});
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LoadCircleSp->SetBlendMode(SDL_BLENDMODE_ADD);
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LoadCircleSp->SetBlendMode(LINEARDODGE);
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LoadCircleSp->SetAnchor(VecFPos{0.5f, 0.5f});
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actor->AddComponent(LoadCircleSp);
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@@ -16,12 +16,59 @@ void Scene_MainUi::Enter()
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sq_call(v, 2, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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void Scene_MainUi::HandleEvents(SDL_Event *e)
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void Scene_MainUi::HandleEvents(SDL_Event *event)
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{
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Scene::HandleEvents(e);
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SQInteger EventType = -1;
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std::vector<SQInteger> EventData;
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switch (event->type)
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{
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// 鼠标移动
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case SDL_MOUSEMOTION:
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{
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EventType = 0;
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EventData.push_back(event->motion.x);
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EventData.push_back(event->motion.y);
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break;
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}
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// 鼠标按键按下
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case SDL_MOUSEBUTTONDOWN:
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{
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EventType = 1;
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EventData.push_back(event->button.button);
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break;
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}
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// 鼠标按键释放
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case SDL_MOUSEBUTTONUP:
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{
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EventType = 2;
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EventData.push_back(event->button.button);
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break;
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}
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// 鼠标滚轮
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case SDL_MOUSEWHEEL:
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{
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EventType = 3;
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EventData.push_back(event->wheel.y);
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break;
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}
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// 键盘按键按下
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case SDL_KEYDOWN:
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{
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EventType = 4;
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EventData.push_back(event->key.keysym.sym);
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break;
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}
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// 键盘按键释放
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case SDL_KEYUP:
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{
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EventType = 5;
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EventData.push_back(event->key.keysym.sym);
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break;
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}
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}
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HSQUIRRELVM v = SquirrelEx::GetInstance().GetSquirrelVM();
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SQInteger top = sq_gettop(v);
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sq_pushroottable(v);
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@@ -29,8 +76,14 @@ void Scene_MainUi::HandleEvents(SDL_Event *e)
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if (SQ_SUCCEEDED(sq_get(v, -2)))
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{
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sq_pushroottable(v);
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sq_pushinteger(v, 1);
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sq_call(v, 2, SQFalse, SQTrue);
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sq_pushinteger(v, EventType);
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sq_newarray(v, 0);
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for (SQInteger i = 0; i < EventData.size(); i++)
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{
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sq_pushinteger(v, EventData[i]);
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sq_arrayappend(v, -2);
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}
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sq_call(v, 3, SQFalse, SQTrue);
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}
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sq_settop(v, top);
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}
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@@ -1,7 +1,10 @@
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#include "Scene_Test.h"
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#include <memory>
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#include <EngineCore/Game.h>
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#include <EngineFrame/Component/AnimationManager.h>
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#include "EngineCore/Game.h"
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#include "EngineFrame/Component/AnimationManager.h"
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#include "EngineFrame/Component/Text.h"
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#include "EngineFrame/Component/Canvas.h"
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#include "Global/Global_Game.h"
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Scene_Test::Scene_Test()
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{
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}
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@@ -13,44 +16,55 @@ Scene_Test::~Scene_Test()
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void Scene_Test::Enter()
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{
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map = new GameMap;
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map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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map->Enter(this);
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// SetScale(VecFPos(1.2f, 1.2f));
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// map = new GameMap;
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// map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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// map->Enter(this);
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RefPtr<CharacterObject> obj = new CharacterObject();
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obj->SetPosition({1000, 300, 0});
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obj->Construction(0);
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// RefPtr<CharacterObject> obj = new CharacterObject();
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// obj->SetPosition({1000, 300, 0});
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// obj->Construction(0);
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RefPtr<MonsterObject> monster = new MonsterObject();
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monster->SetPosition({1200, 301, 0});
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monster->Construction(1);
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monster->SetDirection(1);
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// RefPtr<MonsterObject> monster = new MonsterObject();
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// monster->SetPosition({1200, 301, 0});
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// monster->Construction(1);
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// monster->SetDirection(1);
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map->AddObject(obj);
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map->AddObject(monster);
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// map->AddObject(obj);
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// map->AddObject(monster);
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_camera = new GameMapCamera;
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_camera->SetFromActor(obj.Get());
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return;
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// _camera = new GameMapCamera;
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// _camera->SetFromActor(obj.Get());
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// return;
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// SDL_Log("Scene_Test::进入测试场景!");
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// // SDL_Log("Scene_Test::进入测试场景!");
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RefPtr<Actor> actor = new Actor;
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AddChild(actor);
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// RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
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// actor->AddComponent(sprite);
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// RefPtr<Sprite> chr = new Sprite("sprite/character/swordman/equipment/avatar/skin/sm_body0000.img", 90);
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RefPtr<Sprite> sprite = new Sprite("ImagePacks2/test_white_background.png");
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RefPtr<Sprite> chr = new Sprite("sprite/interface2/hud/hud.img", 0);
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// chr->SetPos(VecFPos{200, 100});
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// chr->SetAlpha(0.5);
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// chr->SetShadow();
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// actor->AddComponent(chr);
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actor->AddComponent(chr);
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RefPtr<AnimationManager> Am = new AnimationManager;
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RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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Am->AddAnimation(ani4);
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// RefPtr<Canvas> canvas = new Canvas(VecSize{1280, 720});
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// actor->AddChild(canvas);
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// Am->SetPos(VecFPos{200, 100});
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actor->AddChild(Am);
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// canvas->AddChild(chr);
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// RefPtr<AnimationManager> Am = new AnimationManager;
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// Am->AddAnimation(ani4);
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// // Am->SetPos(VecFPos{200, 100});
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// actor->AddChild(Am);
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// RefPtr<Text> text = new Text();
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// text->Init("测试文本", Global_Game::GetInstance().Fonts[0], SDL_Color{255, 255, 255, 255});
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// text->SetPos(VecFPos{200, 100});
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// actor->AddChild(text);
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// // sprite2->UnsetClipRect();
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