103 lines
2.1 KiB
C++
103 lines
2.1 KiB
C++
#pragma once
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#include "EngineFrame/Scene/Scene.h"
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#include "EngineFrame/Render/RenderManager.h"
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#include "Tool/RefPtr.h"
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#include <SDL.h>
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#include <SDL_image.h>
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#include <SDL_mixer.h>
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#include <SDL_ttf.h>
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#include <memory>
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#include <functional>
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// some switch buttons
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#define JOY_A 0
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#define JOY_B 1
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#define JOY_X 2
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#define JOY_Y 3
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#define JOY_PLUS 10
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#define JOY_MINUS 11
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#define JOY_LEFT 12
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#define JOY_UP 13
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#define JOY_RIGHT 14
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#define JOY_DOWN 15
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class Debug_Actor;
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class Game
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{
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#ifndef __SWITCH__
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typedef Uint32 u32;
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#endif
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public:
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// 删除拷贝构造和赋值运算符,确保无法复制
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Game(const Game &) = delete;
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Game &operator=(const Game &) = delete;
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// 移动构造和赋值也删除,避免意外转移
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Game(Game &&) = delete;
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Game &operator=(Game &&) = delete;
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// 全局访问点
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static Game &GetInstance()
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{
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static Game instance; // 局部静态变量,保证只初始化一次
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return instance;
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}
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void Init(std::function<void()> CallBack);
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void Run();
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void HandleEvents(SDL_Event *e);
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void Update(float deltaTime);
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void Render();
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void Clear();
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// 切换场景
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void ChangeScene(RefPtr<Scene> scene);
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// 设定UI层场景对象
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void ChangeUIScene(RefPtr<Scene> scene);
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RenderManager *GetRenderer();
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private:
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// 构造函数和析构函数设为私有,防止外部创建和销毁
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Game();
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~Game();
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// 游戏是否运行
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bool m_isRunning = true;
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// 窗口
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SDL_Window *m_window;
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// 渲染器
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RenderManager *m_renderer;
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// 游戏层场景
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RefPtr<Scene> m_scene;
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// UI层场景
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RefPtr<Scene> m_uiScene;
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// 帧数
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#ifdef __SWITCH__
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float m_Settingfps = 5000.0;
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#else
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float m_Settingfps = 5000.0;
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#endif
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// 单帧时间
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float m_frameTime = 0.f;
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// 帧间隔
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float m_deltaTime = 0.f;
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// 每秒内的帧数计数器
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u32 m_frameCounter;
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u32 m_lastFpsPrintTime;
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public:
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// 屏幕宽高
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int Screen_W = 1280;
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int Screen_H = 720;
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// 每秒帧率
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u32 m_fps;
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// 单帧时间
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u32 m_frameTime_ms;
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// 节点个数
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u32 m_nodeCount = 0;
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}; |