refactor: 移除测试代码并简化应用配置
移除application.cpp中的测试绘制代码 简化main.cpp中的初始化逻辑,移除相机相关代码 调整窗口大小和渲染器视口配置
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@ -250,28 +250,6 @@ void Application::render() {
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}
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}
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// 简单的测试代码 - 绘制彩色方块
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if (renderer_) {
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static float angle = 0.0f;
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angle += 0.02f;
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renderer_->beginFrame();
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// 绘制橙色方块
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renderer_->drawQuad(Vec2(0, 0), Size(200, 150), 1.0f, 0.5f, 0.2f);
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// 绘制蓝色移动方块
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float x = 1920.0 / 2 + cosf(angle) * 100.0f;
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float y = 1080.0 / 2 + sinf(angle) * 100.0f;
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renderer_->drawQuad(Vec2(x, y), Size(100, 100), 0.3f, 0.5f, 1.0f);
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renderer_->drawQuad(Vec2(1920 - 100, 1080 - 150), Size(100, 150), 1.0f,
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0.5f, 0.2f);
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renderer_->endFrame();
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renderer_->flush();
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}
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if (window_) {
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window_->swap();
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}
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@ -2,7 +2,6 @@
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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/graphics/camera.h>
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#include <frostbite2D/graphics/renderer.h>
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#include <frostbite2D/graphics/texture.h>
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#include <frostbite2D/utils/asset.h>
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@ -14,48 +13,25 @@ int main(int argc, char **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 = 1920;
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config.windowConfig.height = 1080;
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config.windowConfig.width = 800;
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config.windowConfig.height = 600;
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config.windowConfig.title = "Frostbite2D - Renderer Test";
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Application &app = Application::get();
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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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return -1;
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}
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auto &renderer = Renderer::get();
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renderer.setClearColor(0.1f, 0.1f, 0.15f);
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auto& renderer = Renderer::get();
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renderer.setClearColor(0.2f, 0.3f, 1.0f);
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renderer.setViewport(0, 0, 800, 600);
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// 获取屏幕实际大小
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auto *window = app.getWindow();
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int screenWidth = window ? window->width() : config.windowConfig.width;
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int screenHeight = window ? window->height() : config.windowConfig.height;
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// 设置 Renderer 的视口到屏幕大小
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renderer.setViewport(0, 0, screenWidth, screenHeight);
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// 相机使用游戏逻辑分辨率 (1280x720)
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static Camera camera;
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camera.setViewport(config.windowConfig.width, config.windowConfig.height);
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renderer.setCamera(&camera);
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auto &asset = Asset::get();
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#ifdef __SWITCH__
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asset.setWorkingDirectory("/switch/testgame");
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#else
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asset.setWorkingDirectory(".");
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#endif
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// 初始化着色器管理器
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auto &shaderManager = renderer.getShaderManager();
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shaderManager.init("shaders");
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auto& asset = Asset::get();
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asset.setWorkingDirectory("assets");
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SDL_Log("Application initialized successfully");
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SDL_Log("Screen size: %dx%d", screenWidth, screenHeight);
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SDL_Log("Render size: %dx%d", config.windowConfig.width,
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config.windowConfig.height);
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SDL_Log("Starting main loop...");
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app.run();
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