feat(窗口图标): 添加窗口图标支持并完善相关资源处理
添加窗口图标功能,包括: 1. 支持通过配置文件设置窗口图标 2. 添加Windows资源文件处理 3. 更新各平台构建脚本以处理图标资源 4. 添加图标使用文档说明 5. 优化Application类结构 同时修复了Switch平台构建脚本中的团队名称错误
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# Frostbite2D Agent Guide
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This guide helps agentic coding agents work effectively with the Frostbite2D 2D game engine codebase.
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## Build Commands
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### Basic Build
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```bash
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xmake build
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```
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### Clean Build
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```bash
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xmake clean
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xmake build
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```
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### Debug Build
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```bash
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xmake build -m debug
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```
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### Release Build
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```bash
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xmake build -m release
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```
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### Platform-Specific Build
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```bash
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xmake build -p windows
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xmake build -p linux
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xmake build -p switch
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```
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### Configuration
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```bash
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xmake f -c # Show current configuration
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xmake f # Interactive configuration
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```
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## Testing
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Currently no automated test framework is configured. Manual testing is performed by running the built binary.
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## Project Structure
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```
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Frostbite2D/
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├── include/frostbite2D/ # Public headers
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│ ├── core/ # Core engine classes
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│ ├── types/ # Type definitions
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│ ├── utils/ # Utility classes
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│ └── platform/ # Platform-specific code
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└── src/frostbite2D/ # Implementation files
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```
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## Code Style Guidelines
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### Naming Conventions
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- **Classes/Structs**: PascalCase (`Application`, `Window`, `Vec2`)
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- **Methods/Functions**: camelCase (`readTextFile`, `getFileName`)
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- **Member Variables**: camelCase with trailing underscore (`width_`, `height_`, `running_`)
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- **Constants**: UPPER_CASE (`PI_F`, `DEG_TO_RAD`) or PascalCase static methods (`Vec2::Zero()`)
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- **Namespaces**: lowercase (`frostbite2D`, `math`)
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- **Template Parameters**: PascalCase (`T`, `Args`, `Sig`)
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- **Type Aliases**: using keyword with PascalCase (`using int8 = std::int8_t;`)
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### Imports and Includes
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- **Engine headers**: Use path relative to frostbite2D root
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```cpp
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#include <frostbite2D/core/application.h>
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#include <frostbite2D/utils/asset.h>
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```
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- **Third-party libraries**: Use vendor prefixes
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```cpp
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#include <SDL2/SDL.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glad/glad.h>
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```
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- **Standard library**: Use angle brackets
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```cpp
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#include <string>
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#include <functional>
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#include <optional>
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```
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### Formatting
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- **Indentation**: 2 spaces
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- **Brace Style**: K&R (opening brace on same line)
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```cpp
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void myFunction() {
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// body
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}
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```
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- **Pointer/Reference Style**: Type on left, not centered
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```cpp
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void func(T* ptr); // Good
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void func(T *ptr); // Avoid
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void func(T& ref); // Good
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```
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- **Const Placement**: After type
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```cpp
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const std::string& str; // Good
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std::string const& str; // Avoid
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```
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### Types
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- **Use custom type aliases**: `int8`, `int32`, `uint8`, `uint64`, `Ptr<T>`, `SharedPtr<T>`
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- **Smart pointers**: Prefer `Ptr<T>` alias over `std::shared_ptr<T>`
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- **constexpr**: Use for compile-time constants
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- **Struct vs Class**:
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- Use `struct` for POD types, configurations, and data-only types
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- Use `class` for objects with methods/encapsulation
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- **Default member initialization**: Initialize at declaration
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```cpp
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bool running_ = false;
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int width_ = 1280;
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```
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### Error Handling
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- **Return bool for success/failure operations** (especially I/O)
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- **Use SDL_Log/SDL_LogError for logging**
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- **Use std::optional for optional returns**
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- **Avoid exceptions** (not observed in codebase)
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- **Return early on failure**: Check conditions and return false immediately
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### Singletons
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- Use static instance pattern with private constructor:
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```cpp
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static Application& get();
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private:
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Application() = default;
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```
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### Const Correctness
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- Mark methods `const` if they don't modify state
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- Pass by const reference for large types: `const std::string&`
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- Return const references to member data when appropriate
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### Documentation
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- **Doxygen-style comments** with `@brief` tag
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- **Use `///` for single-line comments in headers**
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- **Section separators** use `// ---------------------------------------------------------------------------`
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- **Chinese comments** are present and should be preserved/maintained
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```cpp
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/**
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* @brief 读取文本文件
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* @param path 文件路径
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* @param outContent 输出文件内容
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* @return 读取成功返回 true
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*/
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bool readTextFile(const std::string& path, std::string& outContent);
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```
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### Platform Handling
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- Use `#ifdef` guards for platform-specific code:
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```cpp
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#ifdef __SWITCH__
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switchInit();
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#endif
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```
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- Supported platforms: Windows, Linux, macOS, Switch
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- Platform configs in `platform/` directory
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### STL Usage
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- Prefer STL algorithms over manual loops
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- Use `std::filesystem` for file operations (already wrapped in Asset class)
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- Use `std::optional` for nullable returns
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- Use `std::function` for callbacks
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- Use `std::vector` for dynamic arrays
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- Use `std::string` for text
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### OpenGL/Graphics
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- GLM library for math operations
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- Glad for OpenGL function loading
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- Keep OpenGL-specific code minimal and well-encapsulated
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## Dependencies
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- **SDL2**: Windowing, input, platform abstraction
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- **GLM**: Math library (vectors, matrices)
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- **Glad**: OpenGL loader
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- **STB**: Image/text utilities (single-header libs)
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## Key Patterns
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### Module Pattern
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```cpp
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void Application::use(Module& m) {
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modules_.push_back(&m);
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}
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```
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### Configuration Pattern
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Use configuration structs with default values:
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```cpp
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struct WindowConfig {
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uint32_t width = 640;
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uint32_t height = 480;
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std::string title = "Frostbite2D Game";
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};
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```
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### Path Handling
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Always use the Asset singleton for file operations - it handles platform-specific path issues:
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```cpp
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Asset& asset = Asset::get();
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asset.setWorkingDirectory("path/to/assets");
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std::string content;
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if (asset.readTextFile("file.txt", content)) {
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// success
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}
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```
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## Common Issues
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- **Path separators**: Use Asset class, it handles platform differences
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- **Encoding**: Project uses UTF-8, Asset handles Windows UTF-8 paths
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- **Memory leaks**: Use smart pointers, ensure proper cleanup in destructors
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- **OpenGL context**: Initialize only after window creation
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*/
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bool init(const AppConfig& config);
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/**
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* @brief 使用配置文件初始化
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* @param configPath 配置文件路径
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* @return 初始化成功返回 true
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*/
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bool init(const std::string& configPath);
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/**
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* @brief 关闭应用程序
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*/
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*/
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bool isRunning() const { return running_; }
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// /**
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// * @brief 获取窗口
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// * @return 窗口引用
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// */
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// IWindow& window() { return *window_; }
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// /**
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// * @brief 获取渲染器
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// * @return 渲染器引用
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// */
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// RenderBackend& renderer();
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// /**
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// * @brief 获取场景服务
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// * @return 场景服务共享指针
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// */
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// SharedPtr<class ISceneService> scenes();
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// /**
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// * @brief 获取计时器服务
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// * @return 计时器服务共享指针
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// */
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// SharedPtr<class ITimerService> timers();
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// /**
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// * @brief 获取事件服务
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// * @return 事件服务共享指针
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// */
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// SharedPtr<class IEventService> events();
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// /**
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// * @brief 获取相机服务
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// * @return 相机服务共享指针
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// */
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// SharedPtr<class ICameraService> camera();
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// /**
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// * @brief 进入场景
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// * @param scene 场景指针
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// */
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// void enterScene(Ptr<class Scene> scene);
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/**
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* @brief 获取帧间隔时间
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* @return 帧间隔时间(秒)
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*/
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float deltaTime() const { return deltaTime_; }
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/**
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* @brief 获取总运行时间
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* @return 总运行时间(秒)
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*/
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const AppConfig& getConfig() const;
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/**
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* @brief 获取窗口
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* @return 窗口指针
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*/
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Window* getWindow() const { return window_; }
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/**
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* @brief 获取 delta time
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* @return 帧间隔时间(秒)
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*/
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float deltaTime() const { return deltaTime_; }
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private:
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Application() = default;
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~Application();
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std::vector<Module*> modules_;
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Window* window_ = nullptr;
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AppConfig config_;
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bool initialized_ = false;
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bool running_ = false;
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int frameCount_ = 0;
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float fpsTimer_ = 0.0f;
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int currentFps_ = 0;
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const float fpsUpdateInterval_ = 1.0f;
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};
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@ -1,4 +1,5 @@
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#include <SDL2/SDL.h>
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#include <algorithm>
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#include <frostbite2D/core/application.h>
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#include <frostbite2D/platform/switch.h>
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namespace frostbite2D {
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@ -35,6 +36,8 @@ bool Application::init(const AppConfig &config) {
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return true;
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}
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config_ = config;
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// 平台相关初始化
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#ifdef __SWITCH__
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switchInit();
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@ -47,13 +50,25 @@ bool Application::init(const AppConfig &config) {
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return false;
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}
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if (!initCoreModules()) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize core modules");
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shutdown();
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return false;
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}
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initialized_ = true;
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return true;
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}
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void Application::shutdown() {
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if (!initialized_)
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return;
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running_ = false;
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shouldQuit_ = true;
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destroyAllModules();
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if (window_) {
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window_->destroy();
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window_ = nullptr;
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@ -69,8 +84,162 @@ void Application::shutdown() {
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}
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Application::~Application() {
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if (initialized_) {
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shutdown();
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shutdown();
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}
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bool Application::initCoreModules() {
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registerCoreServices();
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return true;
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}
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void Application::registerCoreServices() {
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SDL_Log("Registering core services...");
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}
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void Application::setupAllModules() {
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SDL_Log("Setting up modules (%zu)...", modules_.size());
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for (auto* module : modules_) {
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if (module && !module->isInitialized()) {
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module->setupModule();
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module->setInitialized(true);
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SDL_Log("Module '%s' initialized", module->getName());
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}
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}
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}
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void Application::destroyAllModules() {
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SDL_Log("Destroying modules (%zu)...", modules_.size());
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for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->destroyModule();
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module->setInitialized(false);
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}
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}
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}
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void Application::run() {
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if (!initialized_) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Application not initialized!");
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return;
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}
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if (running_) {
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SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Application already running!");
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return;
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}
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SDL_Log("Starting application...");
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running_ = true;
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shouldQuit_ = false;
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paused_ = false;
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setupAllModules();
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lastFrameTime_ = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
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totalTime_ = 0.0f;
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deltaTime_ = 0.0f;
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frameCount_ = 0;
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fpsTimer_ = 0.0f;
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currentFps_ = 0;
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mainLoop();
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destroyAllModules();
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running_ = false;
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SDL_Log("Application stopped");
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}
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void Application::quit() {
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SDL_Log("Quit requested");
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shouldQuit_ = true;
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}
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void Application::pause() {
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if (!paused_) {
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SDL_Log("Application paused");
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paused_ = true;
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}
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}
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void Application::resume() {
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if (paused_) {
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SDL_Log("Application resumed");
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paused_ = false;
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lastFrameTime_ = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
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}
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}
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void Application::mainLoop() {
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while (!shouldQuit_) {
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (event.type == SDL_QUIT) {
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shouldQuit_ = true;
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break;
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}
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for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->handleEvent();
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}
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}
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}
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if (!paused_) {
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update();
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}
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render();
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}
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}
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void Application::update() {
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double currentTime = SDL_GetPerformanceCounter() / static_cast<double>(SDL_GetPerformanceFrequency());
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deltaTime_ = static_cast<float>(currentTime - lastFrameTime_);
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lastFrameTime_ = currentTime;
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totalTime_ += deltaTime_;
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for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->onUpdate();
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}
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}
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frameCount_++;
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fpsTimer_ += deltaTime_;
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if (fpsTimer_ >= fpsUpdateInterval_) {
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currentFps_ = static_cast<int>(frameCount_ / fpsTimer_);
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frameCount_ = 0;
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fpsTimer_ = 0.0f;
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}
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}
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void Application::render() {
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for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->beforeRender();
|
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}
|
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}
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for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->onRender();
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}
|
||||
}
|
||||
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||||
for (auto* module : modules_) {
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if (module && module->isInitialized()) {
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module->afterRender();
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}
|
||||
}
|
||||
|
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if (window_) {
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window_->swap();
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}
|
||||
}
|
||||
|
||||
const AppConfig& Application::getConfig() const {
|
||||
return config_;
|
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}
|
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} // namespace frostbite2D
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|
|
@ -1,6 +1,7 @@
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|||
#include "SDL_log.h"
|
||||
#include <SDL2/SDL.h>
|
||||
#include <frostbite2D/core/window.h>
|
||||
#include <frostbite2D/utils/asset.h>
|
||||
#include <glad/glad.h>
|
||||
|
||||
|
||||
|
|
@ -84,6 +85,25 @@ bool Window::create(const WindowConfig &cfg) {
|
|||
fullscreen_ = (flags & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
|
||||
vsync_ = cfg.vsync;
|
||||
|
||||
#ifndef __SWITCH__
|
||||
if (!cfg.icon.file_path.empty()) {
|
||||
Asset& asset = Asset::get();
|
||||
std::string resolvedPath = asset.resolveAssetPath(cfg.icon.file_path);
|
||||
SDL_Surface* icon = SDL_LoadBMP(resolvedPath.c_str());
|
||||
if (icon) {
|
||||
SDL_SetWindowIcon(sdlWindow_, icon);
|
||||
SDL_FreeSurface(icon);
|
||||
} else {
|
||||
SDL_Log("Failed to load window icon: %s", resolvedPath.c_str());
|
||||
}
|
||||
}
|
||||
#if defined(_WIN32)
|
||||
if (cfg.icon.resource_id != 0) {
|
||||
SDL_Log("Loading icon from resource ID: %u", cfg.icon.resource_id);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,40 +2,76 @@
|
|||
#include <SDL2/SDL.h>
|
||||
#include <frostbite2D/core/application.h>
|
||||
#include <frostbite2D/core/window.h>
|
||||
#include <frostbite2D/module/module.h>
|
||||
#include <frostbite2D/utils/asset.h>
|
||||
|
||||
#include <glad/glad.h>
|
||||
|
||||
using namespace frostbite2D;
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
class TestModule : public Module {
|
||||
public:
|
||||
const char* getName() const override { return "TestModule"; }
|
||||
|
||||
void setupModule() override {
|
||||
SDL_Log("TestModule: setupModule()");
|
||||
}
|
||||
|
||||
void onUpdate() override {
|
||||
static int frameCount = 0;
|
||||
frameCount++;
|
||||
|
||||
if (frameCount % 120 == 0) {
|
||||
SDL_Log("TestModule: onUpdate() - Frame %d, FPS: %d", frameCount, Application::get().fps());
|
||||
}
|
||||
|
||||
if (frameCount > 600) {
|
||||
SDL_Log("TestModule: Requesting quit after 600 frames");
|
||||
Application::get().quit();
|
||||
}
|
||||
}
|
||||
|
||||
void beforeRender() override {
|
||||
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
}
|
||||
|
||||
void onRender() override {
|
||||
}
|
||||
|
||||
void afterRender() override {
|
||||
}
|
||||
|
||||
void destroyModule() override {
|
||||
SDL_Log("TestModule: destroyModule()");
|
||||
}
|
||||
};
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
AppConfig config = AppConfig::createDefault();
|
||||
config.appName = "Frostbite2D Render Test";
|
||||
config.appName = "Frostbite2D Test App";
|
||||
config.appVersion = "1.0.0";
|
||||
config.windowConfig.width = 800;
|
||||
config.windowConfig.height = 600;
|
||||
config.windowConfig.title = "Frostbite2D - OpenGL Render Test";
|
||||
config.windowConfig.title = "Frostbite2D - Application Test";
|
||||
|
||||
Application &app = Application::get();
|
||||
|
||||
TestModule testModule;
|
||||
app.use(testModule);
|
||||
|
||||
if (!app.init(config)) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
|
||||
"Failed to initialize application!");
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize application!");
|
||||
return -1;
|
||||
}
|
||||
|
||||
Asset &asset = Asset::get();
|
||||
// asset.setWorkingDirectory("I:/DOF/骑士团");
|
||||
asset.setWorkingDirectory("/switch/testgame");
|
||||
std::string content;
|
||||
if (asset.readTextFile("test.txt", content)) {
|
||||
SDL_Log("test.txt content: %s", content.c_str());
|
||||
} else {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to read test.txt!");
|
||||
}
|
||||
SDL_Log("Application initialized successfully");
|
||||
SDL_Log("Running main loop...");
|
||||
|
||||
app.run();
|
||||
|
||||
app.shutdown();
|
||||
|
||||
SDL_Log("程序正常退出");
|
||||
SDL_Log("Application exited normally");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
# Icon Setup Guide
|
||||
|
||||
## Window Icon (运行时窗口图标)
|
||||
|
||||
### Windows/Linux
|
||||
- Place `icon.bmp` (32x32 or larger) in `assets/icons/`
|
||||
- Set in code: `config.windowConfig.icon = Icon("assets/icons/icon.bmp");`
|
||||
|
||||
### Switch
|
||||
- Place `icon.jpg` (256x256 JPEG) in `assets/icons/icon.jpg`
|
||||
- Automatically included in NRO build process
|
||||
|
||||
## Application Icon (程序文件图标)
|
||||
|
||||
### Windows (.exe 图标)
|
||||
需要创建 `.ico` 文件并放置在 `assets/icons/app.ico`
|
||||
|
||||
#### 创建 .ico 文件的方法:
|
||||
|
||||
**方法 1: 使用在线工具**
|
||||
1. 访问 https://icoconvert.com/
|
||||
2. 上传 PNG/JPG 图标(推荐 256x256)
|
||||
3.将下载的 .ico 文件保存到 `assets/icons/app.ico`
|
||||
|
||||
**方法 2: 使用 GIMP**
|
||||
1. 打开图像
|
||||
2. 调整为 256x256
|
||||
3. 文件 → 导出为 → `app.ico`
|
||||
4. 保存到 `assets/icons/app.ico`
|
||||
|
||||
**方法 3: 使用 ImageMagick**
|
||||
```bash
|
||||
convert icon.png -define icon:auto-resize=256,128,96,64,48,32,16 app.ico
|
||||
```
|
||||
|
||||
#### Linux (.desktop 图标)
|
||||
- 将图标复制到 `/usr/share/icons/hicolor/256x256/apps/yourapp.png`
|
||||
- 创建 `.desktop` 文件指定 Icon 字段
|
||||
|
||||
## Usage Example
|
||||
```cpp
|
||||
AppConfig config = AppConfig::createDefault();
|
||||
config.windowConfig.icon = Icon("assets/icons/icon.bmp");
|
||||
Application& app = Application::get();
|
||||
app.init(config);
|
||||
```
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 4.2 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
|
|
@ -32,37 +32,20 @@ target("Frostbite2D")
|
|||
end
|
||||
end
|
||||
|
||||
-- 复制 SDL2 DLL
|
||||
local sdl2_lib = target:pkg("libsdl2")
|
||||
if sdl2_lib then
|
||||
local libfiles = sdl2_lib:get("libfiles")
|
||||
if libfiles then
|
||||
for _, libfile in ipairs(libfiles) do
|
||||
-- 查找 DLL 文件
|
||||
if libfile:endswith(".dll") then
|
||||
local target_dll = path.join(output_dir, path.filename(libfile))
|
||||
os.cp(libfile, target_dll)
|
||||
print("Copy DLL: " .. path.filename(libfile))
|
||||
end
|
||||
end
|
||||
end
|
||||
-- 复制图标文件到输出目录
|
||||
local icons_dir = path.join(os.projectdir(), "assets/icons")
|
||||
local target_icons_dir = path.join(output_dir, "assets/icons")
|
||||
|
||||
if os.isdir(icons_dir) then
|
||||
if not os.isdir(target_icons_dir) then
|
||||
os.mkdir(target_icons_dir)
|
||||
end
|
||||
|
||||
-- 尝试从 xmake 包目录复制 SDL2.dll
|
||||
local sdl2_dll_paths = {
|
||||
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/bin/SDL2.dll"),
|
||||
path.join(os.getenv("USERPROFILE") or "", ".xmake/packages/l/libsdl2/**/lib/SDL2.dll"),
|
||||
}
|
||||
|
||||
for _, dll_pattern in ipairs(sdl2_dll_paths) do
|
||||
local dll_files = os.files(dll_pattern)
|
||||
for _, dll_file in ipairs(dll_files) do
|
||||
local target_dll = path.join(output_dir, "SDL2.dll")
|
||||
if not os.isfile(target_dll) then
|
||||
os.cp(dll_file, target_dll)
|
||||
print("Copy SDL2.dll from: " .. dll_file)
|
||||
end
|
||||
end
|
||||
for _, file in ipairs(os.files(path.join(icons_dir, "*.*"))) do
|
||||
local filename = path.filename(file)
|
||||
local target_file = path.join(target_icons_dir, filename)
|
||||
os.cp(file, target_file)
|
||||
print("Copy icon: " .. filename)
|
||||
end
|
||||
end
|
||||
end)
|
||||
target_end()
|
||||
|
|
|
|||
|
|
@ -50,14 +50,16 @@ target("Frostbite2D")
|
|||
local nro_file = path.join(output_dir, "hello_world.nro")
|
||||
local nacptool = path.join(devkitPro, "tools/bin/nacptool.exe")
|
||||
local elf2nro = path.join(devkitPro, "tools/bin/elf2nro.exe")
|
||||
local icon_file = path.join(os.projectdir(), "assets/icons/icon.bmp")
|
||||
|
||||
if os.isfile(nacptool) and os.isfile(elf2nro) then
|
||||
os.vrunv(nacptool, {"--create", "Hello World", "Extra2D Team", "1.0.0", nacp_file})
|
||||
os.vrunv(nacptool, {"--create", "Hello World", "Frostbite2D Team", "1.0.0", nacp_file})
|
||||
local romfs = path.join(example_dir, "romfs")
|
||||
local icon_param = os.isfile(icon_file) and ("--icon=" .. icon_file) or ""
|
||||
if os.isdir(romfs) then
|
||||
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, "--romfsdir=" .. romfs})
|
||||
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, icon_param, "--romfsdir=" .. romfs})
|
||||
else
|
||||
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file})
|
||||
os.vrunv(elf2nro, {elf_file, nro_file, "--nacp=" .. nacp_file, icon_param})
|
||||
end
|
||||
print("Generated NRO: " .. nro_file)
|
||||
end
|
||||
|
|
|
|||
|
|
@ -4,12 +4,33 @@ set_toolchains("mingw")
|
|||
add_requires("libsdl2", {configs = {shared = true}})
|
||||
add_requires("glm")
|
||||
|
||||
-- 创建自定义规则来编译 .rc 文件
|
||||
rule("windres_compile")
|
||||
set_extensions(".rc")
|
||||
on_build(function (target)
|
||||
local windres = "windres"
|
||||
local rc_file = target:sourcefiles()[1]
|
||||
local obj_file = target:targetfile()
|
||||
local arch = is_arch("x86_64") and "pe-x86-64" or "pe-i386"
|
||||
|
||||
os.execv(windres, {"-i", rc_file, "-o", obj_file, "-O", "coff", "-F", arch})
|
||||
end)
|
||||
rule_end()
|
||||
|
||||
target("Frostbite2D")
|
||||
set_kind("binary")
|
||||
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.cpp"))
|
||||
add_files(path.join(os.projectdir(), "Frostbite2D/src/**.c"))
|
||||
add_includedirs(path.join(os.projectdir(), "Frostbite2D/include"))
|
||||
|
||||
-- 添加资源文件(如果存在)
|
||||
local rc_file = path.join(os.projectdir(), "resources/app.rc")
|
||||
local ico_file = path.join(os.projectdir(), "assets/icons/app.ico")
|
||||
if os.isfile(rc_file) and os.isfile(ico_file) then
|
||||
-- 添加 .rc 文件并应用自定义规则
|
||||
add_files(rc_file, {rule = "windres_compile"})
|
||||
end
|
||||
|
||||
add_packages("libsdl2")
|
||||
add_packages("glm")
|
||||
|
||||
|
|
@ -34,6 +55,22 @@ target("Frostbite2D")
|
|||
end
|
||||
end
|
||||
|
||||
-- 复制图标文件到输出目录
|
||||
local icons_dir = path.join(os.projectdir(), "assets/icons")
|
||||
local target_icons_dir = path.join(output_dir, "assets/icons")
|
||||
|
||||
if os.isdir(icons_dir) then
|
||||
if not os.isdir(target_icons_dir) then
|
||||
os.mkdir(target_icons_dir)
|
||||
end
|
||||
for _, file in ipairs(os.files(path.join(icons_dir, "*.*"))) do
|
||||
local filename = path.filename(file)
|
||||
local target_file = path.join(target_icons_dir, filename)
|
||||
os.cp(file, target_file)
|
||||
print("Copy icon: " .. filename)
|
||||
end
|
||||
end
|
||||
|
||||
-- 复制 SDL2 DLL
|
||||
local sdl2_lib = target:pkg("libsdl2")
|
||||
if sdl2_lib then
|
||||
|
|
@ -67,4 +104,4 @@ target("Frostbite2D")
|
|||
end
|
||||
end
|
||||
end)
|
||||
target_end()
|
||||
target_end()
|
||||
|
|
@ -0,0 +1,3 @@
|
|||
#include <windows.h>
|
||||
|
||||
1 ICON "assets/icons/app.ico"
|
||||
Loading…
Reference in New Issue