refactor(core): 移除字符串编码转换工具并清理头文件包含

移除不再使用的字符串编码转换工具文件 string.h,并清理相关头文件包含关系
调整部分头文件中的代码格式,优化枚举和结构体定义
This commit is contained in:
ChestnutYueyue 2026-02-14 17:49:00 +08:00
parent b949d1a3da
commit 2767d64bf8
4 changed files with 125 additions and 337 deletions

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@ -1,10 +1,8 @@
#pragma once
#include <extra2d/core/string.h>
#include <extra2d/core/types.h>
#include <extra2d/graphics/render_backend.h>
#include <extra2d/platform/window.h>
#include <memory>
namespace extra2d {
@ -22,11 +20,7 @@ class Camera;
// Application 配置
// ============================================================================
enum class PlatformType {
Auto = 0,
PC,
Switch
};
enum class PlatformType { Auto = 0, PC, Switch };
struct AppConfig {
std::string title = "Easy2D Application";
@ -40,8 +34,8 @@ struct AppConfig {
int msaaSamples = 0;
PlatformType platform = PlatformType::Auto;
// 窗口高级配置
bool enableCursors = true; // 是否启用光标
bool enableDpiScale = false; // 是否启用DPI缩放
bool enableCursors = true; // 是否启用光标
bool enableDpiScale = false; // 是否启用DPI缩放
};
// ============================================================================
@ -90,7 +84,8 @@ public:
// 便捷方法
// ------------------------------------------------------------------------
void enterScene(Ptr<class Scene> scene);
void enterScene(Ptr<class Scene> scene, Ptr<class TransitionScene> transitionScene);
void enterScene(Ptr<class Scene> scene,
Ptr<class TransitionScene> transitionScene);
float deltaTime() const { return deltaTime_; }
float totalTime() const { return totalTime_; }

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@ -1,209 +0,0 @@
#pragma once
#include <string>
namespace extra2d {
// ============================================================================
// 字符串编码转换工具函数
// 统一使用 std::string (UTF-8) 作为项目标准字符串类型
// ============================================================================
// UTF-8 ↔ UTF-16 转换
std::u16string utf8ToUtf16(const std::string& utf8);
std::string utf16ToUtf8(const std::u16string& utf16);
// UTF-8 ↔ UTF-32 转换
std::u32string utf8ToUtf32(const std::string& utf8);
std::string utf32ToUtf8(const std::u32string& utf32);
// UTF-8 ↔ Wide String 转换
std::wstring utf8ToWide(const std::string& utf8);
std::string wideToUtf8(const std::wstring& wide);
// UTF-8 ↔ GBK/GB2312 转换Windows 中文系统常用)
std::string utf8ToGbk(const std::string& utf8);
std::string gbkToUtf8(const std::string& gbk);
// ============================================================================
// 内联实现
// ============================================================================
inline std::u16string utf8ToUtf16(const std::string& utf8) {
if (utf8.empty()) return std::u16string();
// UTF-8 → UTF-32 → UTF-16 (with surrogate pairs)
std::u32string u32 = utf8ToUtf32(utf8);
std::u16string result;
result.reserve(u32.size());
for (char32_t ch : u32) {
if (ch <= 0xFFFF) {
result.push_back(static_cast<char16_t>(ch));
} else if (ch <= 0x10FFFF) {
// Surrogate pair
ch -= 0x10000;
result.push_back(static_cast<char16_t>(0xD800 | (ch >> 10)));
result.push_back(static_cast<char16_t>(0xDC00 | (ch & 0x3FF)));
}
}
return result;
}
inline std::string utf16ToUtf8(const std::u16string& utf16) {
if (utf16.empty()) return std::string();
// UTF-16 → UTF-32 → UTF-8
std::u32string u32;
u32.reserve(utf16.size());
for (size_t i = 0; i < utf16.size(); ++i) {
char16_t cu = utf16[i];
char32_t ch;
if (cu >= 0xD800 && cu <= 0xDBFF && i + 1 < utf16.size()) {
// High surrogate
char16_t cl = utf16[i + 1];
if (cl >= 0xDC00 && cl <= 0xDFFF) {
ch = 0x10000 + ((static_cast<char32_t>(cu - 0xD800) << 10) |
(cl - 0xDC00));
++i;
} else {
ch = cu; // Invalid, pass through
}
} else {
ch = cu;
}
u32.push_back(ch);
}
return utf32ToUtf8(u32);
}
inline std::u32string utf8ToUtf32(const std::string& utf8) {
std::u32string result;
result.reserve(utf8.size());
const char* ptr = utf8.c_str();
const char* end = ptr + utf8.size();
while (ptr < end) {
char32_t ch = 0;
unsigned char byte = static_cast<unsigned char>(*ptr);
if ((byte & 0x80) == 0) {
// 1-byte sequence
ch = byte;
ptr += 1;
} else if ((byte & 0xE0) == 0xC0) {
// 2-byte sequence
ch = (byte & 0x1F) << 6;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F);
ptr += 2;
} else if ((byte & 0xF0) == 0xE0) {
// 3-byte sequence
ch = (byte & 0x0F) << 12;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F);
ptr += 3;
} else if ((byte & 0xF8) == 0xF0) {
// 4-byte sequence
ch = (byte & 0x07) << 18;
ch |= (static_cast<unsigned char>(ptr[1]) & 0x3F) << 12;
ch |= (static_cast<unsigned char>(ptr[2]) & 0x3F) << 6;
ch |= (static_cast<unsigned char>(ptr[3]) & 0x3F);
ptr += 4;
} else {
// Invalid UTF-8, skip
ptr += 1;
continue;
}
result.push_back(ch);
}
return result;
}
inline std::string utf32ToUtf8(const std::u32string& utf32) {
std::string result;
for (char32_t ch : utf32) {
if (ch <= 0x7F) {
// 1-byte
result.push_back(static_cast<char>(ch));
} else if (ch <= 0x7FF) {
// 2-byte
result.push_back(static_cast<char>(0xC0 | ((ch >> 6) & 0x1F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
} else if (ch <= 0xFFFF) {
// 3-byte
result.push_back(static_cast<char>(0xE0 | ((ch >> 12) & 0x0F)));
result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
} else if (ch <= 0x10FFFF) {
// 4-byte
result.push_back(static_cast<char>(0xF0 | ((ch >> 18) & 0x07)));
result.push_back(static_cast<char>(0x80 | ((ch >> 12) & 0x3F)));
result.push_back(static_cast<char>(0x80 | ((ch >> 6) & 0x3F)));
result.push_back(static_cast<char>(0x80 | (ch & 0x3F)));
}
}
return result;
}
inline std::wstring utf8ToWide(const std::string& utf8) {
if (utf8.empty()) return std::wstring();
if constexpr (sizeof(wchar_t) == 4) {
// wchar_t is 32-bit (Linux/Switch): same as UTF-32
std::u32string u32 = utf8ToUtf32(utf8);
return std::wstring(u32.begin(), u32.end());
} else {
// wchar_t is 16-bit (Windows): same as UTF-16
std::u16string u16 = utf8ToUtf16(utf8);
return std::wstring(u16.begin(), u16.end());
}
}
inline std::string wideToUtf8(const std::wstring& wide) {
if (wide.empty()) return std::string();
if constexpr (sizeof(wchar_t) == 4) {
std::u32string u32(wide.begin(), wide.end());
return utf32ToUtf8(u32);
} else {
std::u16string u16(wide.begin(), wide.end());
return utf16ToUtf8(u16);
}
}
// GBK/GB2312 转换Windows 平台实现)
// 注意Windows 实现在 .cpp 文件中,避免头文件包含 windows.h 导致冲突
#ifdef _WIN32
// 前向声明,实现在 .cpp 文件中
std::string utf8ToGbkImpl(const std::string& utf8);
std::string gbkToUtf8Impl(const std::string& gbk);
inline std::string utf8ToGbk(const std::string& utf8) {
return utf8ToGbkImpl(utf8);
}
inline std::string gbkToUtf8(const std::string& gbk) {
return gbkToUtf8Impl(gbk);
}
#else
// 非 Windows 平台GBK 转换使用 iconv 或返回原字符串
inline std::string utf8ToGbk(const std::string& utf8) {
// TODO: 使用 iconv 实现
return utf8;
}
inline std::string gbkToUtf8(const std::string& gbk) {
// TODO: 使用 iconv 实现
return gbk;
}
#endif
} // namespace extra2d

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@ -4,21 +4,20 @@
// 包含所有公共 API
// Core
#include <extra2d/core/types.h>
#include <extra2d/core/string.h>
#include <extra2d/core/color.h>
#include <extra2d/core/math_types.h>
#include <extra2d/core/types.h>
// Platform
#include <extra2d/platform/window.h>
#include <extra2d/platform/input.h>
#include <extra2d/platform/window.h>
// Graphics
#include <extra2d/graphics/render_backend.h>
#include <extra2d/graphics/texture.h>
#include <extra2d/graphics/font.h>
#include <extra2d/graphics/camera.h>
#include <extra2d/graphics/font.h>
#include <extra2d/graphics/render_backend.h>
#include <extra2d/graphics/shader_system.h>
#include <extra2d/graphics/texture.h>
#include <extra2d/graphics/render_target.h>
#include <extra2d/graphics/vram_manager.h>
@ -26,20 +25,20 @@
// Scene
#include <extra2d/scene/node.h>
#include <extra2d/scene/scene.h>
#include <extra2d/scene/sprite.h>
#include <extra2d/scene/shape_node.h>
#include <extra2d/scene/scene_manager.h>
#include <extra2d/scene/transition_scene.h>
#include <extra2d/scene/transition_fade_scene.h>
#include <extra2d/scene/transition_slide_scene.h>
#include <extra2d/scene/transition_scale_scene.h>
#include <extra2d/scene/transition_flip_scene.h>
#include <extra2d/scene/shape_node.h>
#include <extra2d/scene/sprite.h>
#include <extra2d/scene/transition_box_scene.h>
#include <extra2d/scene/transition_fade_scene.h>
#include <extra2d/scene/transition_flip_scene.h>
#include <extra2d/scene/transition_scale_scene.h>
#include <extra2d/scene/transition_scene.h>
#include <extra2d/scene/transition_slide_scene.h>
// Event
#include <extra2d/event/event.h>
#include <extra2d/event/event_queue.h>
#include <extra2d/event/event_dispatcher.h>
#include <extra2d/event/event_queue.h>
#include <extra2d/event/input_codes.h>
// Audio
@ -50,10 +49,10 @@
#include <extra2d/resource/resource_manager.h>
// Utils
#include <extra2d/utils/logger.h>
#include <extra2d/utils/timer.h>
#include <extra2d/utils/data.h>
#include <extra2d/utils/logger.h>
#include <extra2d/utils/random.h>
#include <extra2d/utils/timer.h>
// Application
#include <extra2d/app/application.h>

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@ -1,8 +1,6 @@
#pragma once
#include <extra2d/core/types.h>
#include <extra2d/core/string.h>
#include <extra2d/core/math_types.h>
#include <extra2d/core/types.h>
#include <functional>
#include <SDL.h>
@ -17,32 +15,33 @@ class Input;
// 窗口配置
// ============================================================================
struct WindowConfig {
std::string title = "Extra2D Application";
int width = 1280;
int height = 720;
bool fullscreen = true;
bool resizable = false;
bool vsync = true;
int msaaSamples = 0;
bool centerWindow = true;
bool enableCursors = true;
bool enableDpiScale = true;
bool fullscreenDesktop = true; // true: SDL_WINDOW_FULLSCREEN_DESKTOP, false: SDL_WINDOW_FULLSCREEN
std::string title = "Extra2D Application";
int width = 1280;
int height = 720;
bool fullscreen = true;
bool resizable = false;
bool vsync = true;
int msaaSamples = 0;
bool centerWindow = true;
bool enableCursors = true;
bool enableDpiScale = true;
bool fullscreenDesktop =
true; // true: SDL_WINDOW_FULLSCREEN_DESKTOP, false: SDL_WINDOW_FULLSCREEN
};
// ============================================================================
// 鼠标光标形状枚举
// ============================================================================
enum class CursorShape {
Arrow,
IBeam,
Crosshair,
Hand,
HResize,
VResize,
ResizeAll,
ResizeNWSE,
ResizeNESW
Arrow,
IBeam,
Crosshair,
Hand,
HResize,
VResize,
ResizeAll,
ResizeNWSE,
ResizeNESW
};
// ============================================================================
@ -51,103 +50,107 @@ enum class CursorShape {
// ============================================================================
class Window {
public:
Window();
~Window();
Window();
~Window();
// 创建窗口
bool create(const WindowConfig& config);
void destroy();
// 创建窗口
bool create(const WindowConfig &config);
void destroy();
// 窗口操作
void pollEvents();
void swapBuffers();
bool shouldClose() const;
void setShouldClose(bool close);
// 窗口操作
void pollEvents();
void swapBuffers();
bool shouldClose() const;
void setShouldClose(bool close);
// 窗口属性
void setTitle(const std::string& title);
void setSize(int width, int height);
void setPosition(int x, int y);
void setFullscreen(bool fullscreen);
void setVSync(bool enabled);
void setResizable(bool resizable);
// 窗口属性
void setTitle(const std::string &title);
void setSize(int width, int height);
void setPosition(int x, int y);
void setFullscreen(bool fullscreen);
void setVSync(bool enabled);
void setResizable(bool resizable);
// 获取窗口属性
int getWidth() const { return width_; }
int getHeight() const { return height_; }
Size getSize() const { return Size(static_cast<float>(width_), static_cast<float>(height_)); }
Vec2 getPosition() const;
bool isFullscreen() const { return fullscreen_; }
bool isVSync() const { return vsync_; }
// 获取窗口属性
int getWidth() const { return width_; }
int getHeight() const { return height_; }
Size getSize() const {
return Size(static_cast<float>(width_), static_cast<float>(height_));
}
Vec2 getPosition() const;
bool isFullscreen() const { return fullscreen_; }
bool isVSync() const { return vsync_; }
// DPI 缩放 (PC 端自动检测Switch 固定 1.0)
float getContentScaleX() const;
float getContentScaleY() const;
Vec2 getContentScale() const;
// DPI 缩放 (PC 端自动检测Switch 固定 1.0)
float getContentScaleX() const;
float getContentScaleY() const;
Vec2 getContentScale() const;
// 窗口状态
bool isFocused() const { return focused_; }
bool isMinimized() const;
bool isMaximized() const;
// 窗口状态
bool isFocused() const { return focused_; }
bool isMinimized() const;
bool isMaximized() const;
// 获取 SDL2 窗口和 GL 上下文
SDL_Window* getSDLWindow() const { return sdlWindow_; }
SDL_GLContext getGLContext() const { return glContext_; }
// 获取 SDL2 窗口和 GL 上下文
SDL_Window *getSDLWindow() const { return sdlWindow_; }
SDL_GLContext getGLContext() const { return glContext_; }
// 设置/获取用户数据
void setUserData(void* data) { userData_ = data; }
void* getUserData() const { return userData_; }
// 设置/获取用户数据
void setUserData(void *data) { userData_ = data; }
void *getUserData() const { return userData_; }
// 事件队列
void setEventQueue(EventQueue* queue) { eventQueue_ = queue; }
EventQueue* getEventQueue() const { return eventQueue_; }
// 事件队列
void setEventQueue(EventQueue *queue) { eventQueue_ = queue; }
EventQueue *getEventQueue() const { return eventQueue_; }
// 获取输入管理器
Input* getInput() const { return input_.get(); }
// 获取输入管理器
Input *getInput() const { return input_.get(); }
// 光标操作 (PC 端有效Switch 上为空操作)
void setCursor(CursorShape shape);
void resetCursor();
void setMouseVisible(bool visible);
// 光标操作 (PC 端有效Switch 上为空操作)
void setCursor(CursorShape shape);
void resetCursor();
void setMouseVisible(bool visible);
// 窗口回调
using ResizeCallback = std::function<void(int width, int height)>;
using FocusCallback = std::function<void(bool focused)>;
using CloseCallback = std::function<void()>;
// 窗口回调
using ResizeCallback = std::function<void(int width, int height)>;
using FocusCallback = std::function<void(bool focused)>;
using CloseCallback = std::function<void()>;
void setResizeCallback(ResizeCallback callback) { resizeCallback_ = callback; }
void setFocusCallback(FocusCallback callback) { focusCallback_ = callback; }
void setCloseCallback(CloseCallback callback) { closeCallback_ = callback; }
void setResizeCallback(ResizeCallback callback) {
resizeCallback_ = callback;
}
void setFocusCallback(FocusCallback callback) { focusCallback_ = callback; }
void setCloseCallback(CloseCallback callback) { closeCallback_ = callback; }
private:
// SDL2 状态
SDL_Window* sdlWindow_;
SDL_GLContext glContext_;
SDL_Cursor* sdlCursors_[9]; // 光标缓存
SDL_Cursor* currentCursor_;
// SDL2 状态
SDL_Window *sdlWindow_;
SDL_GLContext glContext_;
SDL_Cursor *sdlCursors_[9]; // 光标缓存
SDL_Cursor *currentCursor_;
int width_;
int height_;
bool vsync_;
bool shouldClose_;
bool fullscreen_;
bool focused_;
float contentScaleX_;
float contentScaleY_;
bool enableDpiScale_;
void* userData_;
EventQueue* eventQueue_;
UniquePtr<Input> input_;
int width_;
int height_;
bool vsync_;
bool shouldClose_;
bool fullscreen_;
bool focused_;
float contentScaleX_;
float contentScaleY_;
bool enableDpiScale_;
void *userData_;
EventQueue *eventQueue_;
UniquePtr<Input> input_;
ResizeCallback resizeCallback_;
FocusCallback focusCallback_;
CloseCallback closeCallback_;
ResizeCallback resizeCallback_;
FocusCallback focusCallback_;
CloseCallback closeCallback_;
bool initSDL(const WindowConfig& config);
void deinitSDL();
void initCursors();
void deinitCursors();
void updateContentScale();
bool initSDL(const WindowConfig &config);
void deinitSDL();
void initCursors();
void deinitCursors();
void updateContentScale();
};
} // namespace extra2d