实现虚拟分辨率渲染系统,支持不同缩放模式 重构相机控制器以使用虚拟分辨率计算可见区域 移除硬编码的屏幕尺寸,改为动态获取 添加分辨率状态管理及相关工具函数 更新窗口和渲染器以处理分辨率变化
53 lines
1.1 KiB
C++
53 lines
1.1 KiB
C++
#pragma once
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/types/type_math.h>
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struct _SDL_GameController;
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typedef struct _SDL_GameController SDL_GameController;
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namespace frostbite2D {
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class GameMap;
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class GameCameraController {
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public:
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GameCameraController() = default;
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~GameCameraController();
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void SetMap(GameMap* map);
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void SetTarget(Actor* target);
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void ClearTarget();
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void SetDebugEnabled(bool enabled);
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bool IsDebugEnabled() const { return debugEnabled_; }
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void SetZoom(float zoom);
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float GetZoom() const { return zoom_; }
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void SetFocus(const Vec2& focus);
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const Vec2& GetFocus() const { return focus_; }
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void SnapToDefaultFocus();
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void Update(float deltaTime);
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private:
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void openDebugController();
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void closeDebugController();
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void updateDebugInput(float deltaTime);
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void applyFocus() const;
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GameMap* map_ = nullptr;
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Actor* target_ = nullptr;
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SDL_GameController* debugController_ = nullptr;
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Vec2 focus_ = Vec2::Zero();
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bool debugEnabled_ = false;
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bool initialized_ = false;
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float zoom_ = 1.0f;
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float debugMoveSpeed_ = 800.0f;
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};
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} // namespace frostbite2D
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