feat: 添加任务系统并实现异步资源加载功能
添加任务系统(TaskSystem)支持多线程任务处理和主线程回调 扩展Actor类添加更新监听器功能 新增GameWorld和GameTown场景类 添加多种混合模式(BlendMode)支持 实现异步资源加载界面和流程
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Game/assets/ImagePacks2/Loading0.jpg
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Game/assets/ImagePacks2/Loading0.jpg
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Game/assets/ImagePacks2/Loading1.png
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Game/assets/ImagePacks2/Loading1.png
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Game/assets/ImagePacks2/Loading2.png
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Game/assets/ImagePacks2/Loading2.png
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Game/include/Actor/GameTown.h
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Game/include/Actor/GameTown.h
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#pragma once
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#include <frostbite2D/2d/actor.h>
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namespace frostbite2D {
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class GameTown : public Actor {
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public:
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GameTown();
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~GameTown();
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};
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} // namespace frostbite2D
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Game/include/Actor/GameWorld.h
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Game/include/Actor/GameWorld.h
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#pragma once
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#include <frostbite2D/scene/scene.h>
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#include <map>
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#include "GameTown.h"
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namespace frostbite2D {
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class GameWorld : public Scene {
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private:
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/**城镇Map */
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std::map<int, RefPtr<GameTown>> m_TownMap;
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public:
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GameWorld();
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~GameWorld();
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};
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} // namespace frostbite2D
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@@ -1,85 +1,119 @@
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#include "SDL_log.h"
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#include "frostbite2D/types/type_math.h"
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#include "SDL_log.h"
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#include "frostbite2D/2d/sprite.h"
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#include "frostbite2D/base/RefPtr.h"
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#include <SDL2/SDL.h>
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#include <frostbite2D/core/application.h>
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#include <frostbite2D/core/window.h>
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#include <frostbite2D/event/event.h>
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#include <frostbite2D/graphics/renderer.h>
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#include <frostbite2D/graphics/texture.h>
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#include <glad/glad.h>
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#include <frostbite2D/2d/sprite.h>
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#include <frostbite2D/scene/scene.h>
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#include <frostbite2D/scene/scene_manager.h>
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#include <frostbite2D/resource/binary_reader.h>
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#include <frostbite2D/resource/pvf_archive.h>
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#include <frostbite2D/resource/script_parser.h>
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#include <frostbite2D/audio/audio_system.h>
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#include <frostbite2D/audio/music.h>
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#include <frostbite2D/audio/sound.h>
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#include <frostbite2D/resource/npk_archive.h>
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#include <frostbite2D/resource/audio_database.h>
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#include <frostbite2D/resource/sound_pack_archive.h>
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#include <frostbite2D/animation/animation.h>
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#include <exception>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include <frostbite2D/2d/text_sprite.h>
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#include <frostbite2D/audio/audio_system.h>
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#include <frostbite2D/core/application.h>
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#include <frostbite2D/core/task_system.h>
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#include <frostbite2D/graphics/font_manager.h>
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#include <frostbite2D/script/squirrel_vm.h>
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#include <frostbite2D/resource/asset.h>
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#include <frostbite2D/resource/npk_archive.h>
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#include <frostbite2D/resource/pvf_archive.h>
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#include <frostbite2D/resource/sound_pack_archive.h>
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#include <frostbite2D/scene/scene.h>
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#include <frostbite2D/scene/scene_manager.h>
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using namespace frostbite2D;
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int main(int argc, char **argv) {
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(void)argc;
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(void)argv;
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AppConfig config = AppConfig::createDefault();
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config.appName = "Frostbite2D Test App";
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config.appVersion = "1.0.0";
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config.windowConfig.width = 1280;
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config.windowConfig.height = 720;
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config.windowConfig.title = "Frostbite2D - Renderer Test";
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config.windowConfig.title = "Frostbite2D - Async Init Demo";
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Application& app = Application::get();
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// 初始化应用
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Application &app = Application::get();
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if (!app.init(config)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize application!");
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Failed to initialize application!");
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return -1;
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}
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app.run([]() {
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// 初始化PVF
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auto &pvf = PvfArchive::get();
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if (pvf.open("assets/Script.pvf")) {
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pvf.init();
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SDL_Log("PVF initialized successfully");
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}
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// 初始化NPK
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auto &npk = NpkArchive::get();
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npk.setImagePackDirectory("assets/ImagePacks2");
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npk.setDefaultImg("sprite/interface/base.img", 0);
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npk.init();
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// 初始化SNPK
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auto &archive = SoundPackArchive::get();
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archive.setSoundPackDirectory("assets/SoundPacks");
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archive.init();
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// 初始化字体
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auto &fontManager = FontManager::get();
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fontManager.init();
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fontManager.registerFont("default", "assets/Fonts/VonwaonBitmap-12px.ttf",
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12);
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// 初始化音频系统
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auto &audioSystem = AudioSystem::get();
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audioSystem.init();
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audioSystem.setMasterVolume(1.0f);
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audioSystem.setSoundVolume(0.8f);
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audioSystem.setMusicVolume(0.6f);
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SDL_Log("游戏启动");
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auto LoadingScene = MakePtr<Scene>();
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SceneManager::get().PushScene(LoadingScene);
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auto Background = Sprite::createFromFile("assets/ImagePacks2/Loading0.jpg");
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Background->SetSize(1280, 720);
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LoadingScene->AddChild(Background);
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auto BackgroundBar =
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Sprite::createFromFile("assets/ImagePacks2/Loading1.png");
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BackgroundBar->SetPosition(0, 686);
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LoadingScene->AddChild(BackgroundBar);
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auto LoadCircleSp =
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Sprite::createFromFile("assets/ImagePacks2/Loading2.png");
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LoadCircleSp->SetAnchor(Vec2(0.5f, 0.5f));
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LoadCircleSp->SetPosition(1280 / 2.0f, 686 - 60);
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LoadCircleSp->SetBlendMode(BlendMode::Additive);
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LoadCircleSp->AddUpdateListener([](Actor &self, float dt) {
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auto rotation = self.GetRotation();
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self.SetRotation(rotation + 180.0f * dt);
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});
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LoadingScene->AddChild(LoadCircleSp);
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TaskSystem::get().submitThen(
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[]() -> std::string {
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SDL_Log("Async init task on main thread: %s",
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TaskSystem::get().isMainThread() ? "true" : "false");
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auto &pvf = PvfArchive::get();
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if (!pvf.open("assets/Script.pvf")) {
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throw std::runtime_error("Failed to open assets/Script.pvf");
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}
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pvf.init();
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auto &npk = NpkArchive::get();
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npk.setImagePackDirectory("assets/ImagePacks2");
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npk.setDefaultImg("sprite/interface/base.img", 0);
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npk.init();
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auto &archive = SoundPackArchive::get();
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archive.setSoundPackDirectory("assets/SoundPacks");
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archive.init();
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return "后台资源加载成功";
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},
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[](std::string message) mutable {
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SDL_Log("后台资源加载成功");
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auto TestScene = MakePtr<Scene>();
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SceneManager::get().PushScene(TestScene);
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},
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[](std::exception_ptr error) {
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try {
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if (error) {
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std::rethrow_exception(error);
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}
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} catch (const std::exception &ex) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Async init failed: %s",
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ex.what());
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}
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});
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});
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SDL_Log("Application exited normally");
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