refactor(示例): 将纹理加载逻辑从事件监听移至更新循环
简化图像显示示例的纹理加载机制,移除对事件系统的依赖。 改为在每帧更新时检查纹理是否已加载,避免在渲染事件中设置纹理, 使代码更直观并减少不必要的监听器管理。
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@ -1,5 +1,4 @@
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#include <cstdio>
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#include <event/events.h>
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#include <extra2d.h>
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#include <renderer/rhi_module.h>
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@ -11,16 +10,18 @@ public:
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Scene::onEnter();
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createCamera();
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createImageSprite();
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onRenderBeginListener_.bind([this]() { trySetupTexture(); });
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}
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void onExit() override {
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onRenderBeginListener_.reset();
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Scene::onExit();
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void update(float dt) override {
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Scene::update(dt);
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trySetupTexture();
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}
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private:
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void trySetupTexture() {
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if (textureLoaded_) {
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return;
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}
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auto *rhiModule = RHIModule::get();
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if (!rhiModule || !rhiModule->getDevice()) {
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return;
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@ -32,7 +33,7 @@ private:
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auto texture = assets->load<Texture>("assets/test.png");
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if (texture.isValid()) {
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spriteRenderer_->setTexture(texture);
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onRenderBeginListener_.reset();
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textureLoaded_ = true;
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}
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}
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void createCamera() {
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@ -56,7 +57,7 @@ private:
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addChild(spriteNode);
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}
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Ptr<SpriteRenderer> spriteRenderer_;
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events::OnRenderBegin::Listener onRenderBeginListener_;
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bool textureLoaded_ = false;
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};
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int main(int argc, char **argv) {
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