feat(示例): 添加文字渲染示例并修复场景过渡方法声明
添加新的文字渲染示例 demo_text_rendering,展示如何使用 GLFontAtlas 渲染文字 修复场景过渡类中缺少 override 关键字的方法声明 更新 README 文档以包含新示例
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@ -26,7 +26,7 @@ public:
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protected:
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void onTransitionStart() override;
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void renderContent(RenderBackend &renderer) override;
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void updateTransition(float dt);
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void updateTransition(float dt) override;
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private:
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int divisions_;
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@ -29,7 +29,7 @@ public:
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protected:
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void onTransitionStart() override;
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void renderContent(RenderBackend &renderer) override;
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void updateTransition(float dt);
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void updateTransition(float dt) override;
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private:
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Axis axis_;
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@ -24,7 +24,7 @@ public:
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protected:
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void onTransitionStart() override;
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void renderContent(RenderBackend &renderer) override;
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void updateTransition(float dt);
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void updateTransition(float dt) override;
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};
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} // namespace extra2d
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@ -27,7 +27,7 @@ public:
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protected:
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void onTransitionStart() override;
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void renderContent(RenderBackend &renderer) override;
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void updateTransition(float dt);
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void updateTransition(float dt) override;
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private:
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TransitionDirection direction_;
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@ -407,6 +407,7 @@ eventService->addListener(EventType::GamepadButtonPressed, [](Event& e) {
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| 示例 | 说明 |
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|-----|------|
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| `demo_basic` | 基础示例:场景图、输入事件、视口适配 |
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| `demo_text_rendering` | 文字渲染示例:使用 GLFontAtlas 渲染文字 |
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运行示例:
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@ -0,0 +1,206 @@
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/**
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* @file main.cpp
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* @brief Extra2D 文字渲染示例
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*
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* 演示如何使用 GLFontAtlas 渲染文字
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*/
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#include <extra2d/core/service_locator.h>
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#include <extra2d/extra2d.h>
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#include <extra2d/graphics/backends/opengl/gl_font_atlas.h>
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#include <extra2d/graphics/backends/opengl/gl_renderer.h>
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#include <extra2d/graphics/core/render_module.h>
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#include <extra2d/graphics/texture/font.h>
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#include <extra2d/platform/input_module.h>
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#include <extra2d/platform/window_module.h>
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#include <extra2d/services/camera_service.h>
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#include <extra2d/services/event_service.h>
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#include <iostream>
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using namespace extra2d;
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class TextRenderingScene : public Scene {
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public:
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void onEnter() override {
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// 加载字体
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// 注意:请确保有字体文件在 assets/fonts/ 目录下
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// 如果没有,可以使用系统字体路径
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try {
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font_ = std::make_shared<GLFontAtlas>("assets/fonts/arial.ttf", 24);
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} catch (...) {
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std::cerr << "Failed to load font from assets/fonts/arial.ttf"
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<< std::endl;
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// 尝试使用备用路径
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try {
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font_ = std::make_shared<GLFontAtlas>("C:/Windows/Fonts/arial.ttf", 24);
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} catch (...) {
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std::cerr << "Failed to load font from system path!" << std::endl;
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font_ = nullptr;
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}
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}
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if (font_) {
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std::cout << "Font loaded successfully!" << std::endl;
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std::cout << " Font size: " << font_->getFontSize() << std::endl;
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std::cout << " Line height: " << font_->getLineHeight() << std::endl;
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std::cout << " Ascent: " << font_->getAscent() << std::endl;
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std::cout << " Descent: " << font_->getDescent() << std::endl;
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}
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}
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void onExit() override { font_.reset(); }
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void onRender(RenderBackend &renderer) override {
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Scene::onRender(renderer);
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if (!font_) {
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return;
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}
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// 获取渲染器
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auto *glRenderer = dynamic_cast<GLRenderer *>(&renderer);
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if (!glRenderer) {
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return;
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}
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// 开始精灵批处理
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glRenderer->beginSpriteBatch();
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float y = 100.0f;
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float x = 100.0f;
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// 渲染标题
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renderText(glRenderer, "Extra2D Text Rendering Demo", x, y,
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Color(1.0f, 0.8f, 0.2f, 1.0f));
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y += font_->getLineHeight() * 2;
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// 渲染不同颜色的文字
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renderText(glRenderer, "Red Text", x, y, Color(1.0f, 0.2f, 0.2f, 1.0f));
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y += font_->getLineHeight();
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renderText(glRenderer, "Green Text", x, y, Color(0.2f, 1.0f, 0.2f, 1.0f));
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y += font_->getLineHeight();
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renderText(glRenderer, "Blue Text", x, y, Color(0.2f, 0.2f, 1.0f, 1.0f));
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y += font_->getLineHeight() * 2;
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// 渲染多行文字
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renderText(glRenderer, "This is a multi-line text example.", x, y,
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Color(1.0f, 1.0f, 1.0f, 1.0f));
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y += font_->getLineHeight();
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renderText(glRenderer, "You can render text with different colors", x, y,
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Color(0.8f, 0.8f, 0.8f, 1.0f));
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y += font_->getLineHeight();
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renderText(glRenderer, "and styles using GLFontAtlas.", x, y,
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Color(0.6f, 0.6f, 0.6f, 1.0f));
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y += font_->getLineHeight() * 2;
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// 渲染半透明文字
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renderText(glRenderer, "Semi-transparent text (50% opacity)", x, y,
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Color(1.0f, 1.0f, 1.0f, 0.5f));
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y += font_->getLineHeight() * 2;
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// 渲染操作提示
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renderText(glRenderer, "Press ESC to exit", x, y,
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Color(0.5f, 0.5f, 0.5f, 1.0f));
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// 结束精灵批处理
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glRenderer->endSpriteBatch();
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}
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private:
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void renderText(GLRenderer *renderer, const std::string &text, float x,
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float y, const Color &color) {
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if (!font_ || !renderer) {
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return;
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}
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// 使用渲染器的 drawText 方法
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renderer->drawText(*font_, text, Vec2(x, y), color);
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}
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std::shared_ptr<GLFontAtlas> font_;
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};
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int main(int argc, char *argv[]) {
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(void)argc;
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(void)argv;
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std::cout << "Extra2D Text Rendering Demo - Starting..." << std::endl;
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Application &app = Application::get();
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// 注册模块
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app.use<WindowModule>([](auto &cfg) {
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cfg.w = 1280;
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cfg.h = 720;
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cfg.title = "Extra2D Text Rendering Demo";
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cfg.priority = 0;
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cfg.backend = "glfw";
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});
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app.use<RenderModule>([](auto &cfg) { cfg.priority = 10; });
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app.use<InputModule>([](auto &cfg) { cfg.priority = 20; });
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std::cout << "Initializing application..." << std::endl;
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if (!app.init()) {
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std::cerr << "Failed to initialize application!" << std::endl;
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return -1;
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}
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std::cout << "Application initialized successfully!" << std::endl;
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auto *win = app.window();
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if (win) {
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std::cout << "Window: " << win->width() << "x" << win->height()
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<< std::endl;
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}
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// 设置事件监听
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auto eventService = ServiceLocator::instance().getService<IEventService>();
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if (eventService) {
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eventService->addListener(EventType::KeyPressed, [](Event &e) {
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auto &keyEvent = std::get<KeyEvent>(e.data);
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if (keyEvent.keyCode == static_cast<int>(Key::Escape)) {
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e.handled = true;
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Application::get().quit();
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}
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});
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}
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// 创建并配置场景
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auto scene = makeShared<TextRenderingScene>();
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scene->setBackgroundColor(Color(0.1f, 0.1f, 0.15f, 1.0f));
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if (win) {
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scene->setViewportSize(static_cast<float>(win->width()),
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static_cast<float>(win->height()));
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}
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// 配置相机
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auto cameraService = ServiceLocator::instance().getService<ICameraService>();
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if (cameraService && win) {
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ViewportConfig vpConfig;
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vpConfig.logicWidth = static_cast<float>(win->width());
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vpConfig.logicHeight = static_cast<float>(win->height());
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vpConfig.mode = ViewportMode::AspectRatio;
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cameraService->setViewportConfig(vpConfig);
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cameraService->updateViewport(win->width(), win->height());
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cameraService->applyViewportAdapter();
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}
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app.enterScene(scene);
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std::cout << "\nControls:" << std::endl;
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std::cout << " ESC - Exit" << std::endl;
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std::cout << "\nRunning main loop...\n" << std::endl;
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app.run();
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std::cout << "Shutting down..." << std::endl;
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app.shutdown();
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std::cout << "Goodbye!" << std::endl;
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return 0;
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}
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59
xmake.lua
59
xmake.lua
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@ -202,6 +202,65 @@ target("demo_basic")
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after_build(install_shaders)
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target_end()
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-- 文字渲染示例
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target("demo_text_rendering")
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set_kind("binary")
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set_default(false)
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add_deps("extra2d")
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add_files("examples/text_rendering/main.cpp")
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-- 平台配置
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local plat = get_config("plat") or os.host()
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local backend = get_config("window_backend") or "sdl2"
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if plat == "mingw" or plat == "windows" then
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add_packages("glm", "nlohmann_json")
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if backend == "glfw" then
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add_packages("glfw")
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else
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add_packages("libsdl2")
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end
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add_syslinks("opengl32", "glu32", "winmm", "imm32", "version", "setupapi")
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elseif plat == "linux" then
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add_packages("glm", "nlohmann_json")
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if backend == "glfw" then
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add_packages("glfw")
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else
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add_packages("libsdl2")
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end
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add_syslinks("GL", "dl", "pthread")
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elseif plat == "macosx" then
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add_packages("glm", "nlohmann_json")
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if backend == "glfw" then
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add_packages("glfw")
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else
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add_packages("libsdl2")
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end
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add_frameworks("OpenGL", "Cocoa", "IOKit", "CoreVideo")
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end
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-- 构建后安装Shader文件和assets
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after_build(function (target)
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-- 安装shaders
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local plat = get_config("plat") or os.host()
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local targetdir = target:targetdir()
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local shader_src = "Extra2D/shaders"
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local shader_dest = path.join(targetdir, "shaders")
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os.rm(shader_dest)
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os.cp(shader_src, shader_dest)
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print("Shaders installed to: " .. shader_dest)
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-- 复制assets目录
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local assets_src = "examples/text_rendering/assets"
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local assets_dest = path.join(targetdir, "assets")
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if os.exists(assets_src) then
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os.rm(assets_dest)
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os.cp(assets_src, assets_dest)
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print("Assets installed to: " .. assets_dest)
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end
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end)
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target_end()
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-- Hello Module 示例 - 展示如何创建自定义模块
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target("demo_hello_module")
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set_kind("binary")
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