SwitchGame/source/EngineCore/Game.cpp

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2025-09-15 11:28:54 +08:00
#include "Game.h"
#include "squirrel/SquirrelEx.h"
#include "EngineFrame/Component/Sprite.h"
#include "EngineFrame/Actor/Actor.h"
#include "EngineFrame/Component/Text.h"
#include "EngineFrame/Actor/Debug_Actor.h"
Game::Game()
{
}
Game::~Game()
{
Clear();
}
void Game::Init(std::function<void()> CallBack)
{
// 计算帧时间
m_frameTime = 1000 / m_fps;
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
SDL_JoystickEventState(SDL_ENABLE);
SDL_JoystickOpen(0);
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL could not initialize! Error: %s\n", SDL_GetError());
m_isRunning = false;
}
m_window = SDL_CreateWindow("Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Screen_W, Screen_H, SDL_WINDOW_SHOWN);
if (m_window == nullptr)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL could not Create Window! Error: %s\n", SDL_GetError());
m_isRunning = false;
}
// 创建渲染器
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_ACCELERATED);
if (m_renderer == nullptr)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL could not Create Renderer! Error: %s\n", SDL_GetError());
m_isRunning = false;
}
// 启用渲染器的混合功能(必须,否则纹理混合模式无效)
SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
IMG_Init(IMG_INIT_PNG);
// 初始化SDL_mixer支持OGG格式
// 44100: 采样率, MIX_DEFAULT_FORMAT: 音频格式, 2: 声道数(立体声), 4096: 缓冲区大小
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 4096) < 0)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "SDL_mixer初始化失败! Mix_Error: %s\n", Mix_GetError());
m_isRunning = false;
}
// 初始化 TTF
if (TTF_Init() == -1)
{
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "TTF 初始化失败TTF_Error: %s\n", TTF_GetError());
m_isRunning = false;
}
// SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
m_DebugInfoActor = new Debug_Actor();
CallBack();
}
void Game::Run()
{
while (m_isRunning)
{
// 帧开始时间
u32 frameStart = SDL_GetTicks();
SDL_Event m_event;
HandleEvents(&m_event);
Update(m_deltaTime);
Render(m_deltaTime);
// -------------------------- 新增:帧率统计与输出 --------------------------
m_frameCount++; // 每帧递增计数器
u32 currentTime = SDL_GetTicks();
// 判断是否已过去 1 秒1000 毫秒)
if (currentTime - m_lastFpsPrintTime >= 1000)
{
// 计算帧率:总帧数 / 1秒 = 帧率(如 60 帧 → 60FPS
u32 fps = m_frameCount;
// 输出帧率(用 SDL_Log 或 printf 均可SDL_Log 更适配 SDL 日志系统)
// SDL_Log("当前帧率:%d FPS | DeltaTime%.4f 秒", fps, m_deltaTime);
if (m_DebugInfoActor)
m_DebugInfoActor->FPS = fps;
// 重置统计:更新“上一次输出时间”,重置“帧数计数器”
m_lastFpsPrintTime = currentTime;
m_frameCount = 0;
}
// --------------------------------------------------------------------------
// 原有逻辑:控制帧间隔(保留,无需修改)
u32 diff = SDL_GetTicks() - frameStart;
if (diff < m_frameTime)
{
SDL_Delay(m_frameTime - diff);
m_deltaTime = m_frameTime / 1000.0f;
}
else
{
m_deltaTime = diff / 1000.0f;
}
}
}
void Game::HandleEvents(SDL_Event *e)
{
while (SDL_PollEvent(e))
{
if (e->type == SDL_QUIT)
{
m_isRunning = false;
SDL_Log("Game Exit1");
}
else if (e->type == SDL_JOYBUTTONDOWN)
{
if (e->jbutton.button == JOY_PLUS)
{
m_isRunning = false;
SDL_Log("Game Exit2");
}
}
if (m_scene != nullptr)
m_scene->HandleEvents(e);
if (m_uiScene != nullptr)
m_uiScene->HandleEvents(e);
}
}
void Game::Update(float deltaTime)
{
if (m_scene != nullptr)
m_scene->Update(deltaTime);
if (m_uiScene != nullptr)
m_uiScene->Update(deltaTime);
// 调试信息
if (m_DebugInfoActor != nullptr)
m_DebugInfoActor->Update(deltaTime);
}
void Game::Render(float deltaTime)
{
SDL_RenderClear(m_renderer);
if (m_scene != nullptr)
m_scene->Render(deltaTime);
if (m_uiScene != nullptr)
m_uiScene->Render(deltaTime);
if (m_DebugInfoActor != nullptr)
m_DebugInfoActor->Render(deltaTime);
SDL_RenderPresent(m_renderer);
}
void Game::Clear()
{
if (m_scene != nullptr)
{
m_scene->Exit();
}
m_scene = nullptr;
if (m_uiScene != nullptr)
{
m_uiScene->Exit();
}
m_uiScene = nullptr;
m_DebugInfoActor = nullptr;
IMG_Quit();
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
SDL_Quit();
}
void Game::ChangeScene(RefPtr<Scene> scene)
{
if (m_scene != nullptr)
{
m_scene->Exit();
}
m_scene = scene;
m_scene->Enter();
}
void Game::ChangeUIScene(RefPtr<Scene> scene)
{
if (m_uiScene != nullptr)
{
m_uiScene->Exit();
}
m_uiScene = scene;
m_uiScene->Enter();
}
SDL_Renderer *Game::GetRenderer()
{
return m_renderer;
}