690 lines
18 KiB
Markdown
690 lines
18 KiB
Markdown
# Extra2D 模块系统
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## 概述
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Extra2D 采用模块化架构设计,所有核心功能通过模块系统和服务系统管理。系统提供:
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- **统一的生命周期管理**:初始化、关闭、依赖处理
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- **优先级排序**:确保模块/服务按正确顺序初始化
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- **配置驱动**:每个模块可独立配置
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- **依赖注入**:通过服务定位器解耦模块间依赖
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- **可测试性**:支持 Mock 服务进行单元测试
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## 架构图
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```
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┌─────────────────────────────────────────────────────────────┐
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│ Application │
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│ (协调模块和服务,通过服务定位器获取依赖) │
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└─────────────────────────────────────────────────────────────┘
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│
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┌───────────────┴───────────────┐
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▼ ▼
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┌─────────────────────────────┐ ┌─────────────────────────────┐
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│ ModuleRegistry │ │ ServiceLocator │
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│ (模块注册表,管理平台级模块) │ │ (服务定位器,管理运行时服务) │
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└─────────────────────────────┘ └─────────────────────────────┘
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│ │
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┌─────┴─────┐ ┌───────┴───────┐
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▼ ▼ ▼ ▼
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┌───────────┐ ┌───────────┐ ┌───────────┐ ┌───────────┐
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│ Config │ │ Window │ │ Scene │ │ Timer │
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│ Module │ │ Module │ │ Service │ │ Service │
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└───────────┘ └───────────┘ └───────────┘ └───────────┘
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│ │
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┌─────┴─────┐ ┌─────┴─────┐
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▼ ▼ ▼ ▼
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┌──────────┐ ┌──────────┐ ┌──────────┐
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│ Event │ │ Camera │ │ ... │
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│ Service │ │ Service │ │ │
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└──────────┘ └──────────┘ └──────────┘
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```
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## 模块 vs 服务
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| 特性 | 模块 (Module) | 服务 (Service) |
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|-----|--------------|---------------|
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| 用途 | 平台级初始化 | 运行时功能 |
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| 生命周期 | Application 管理 | ServiceLocator 管理 |
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| 依赖方式 | 通过 ModuleRegistry | 通过 ServiceLocator |
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| 可替换性 | 编译时确定 | 运行时可替换 |
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| 测试支持 | 需要重构 | 原生支持 Mock |
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| 示例 | Window, Render, Config | Scene, Timer, Event, Camera |
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## 模块优先级
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模块按优先级从小到大初始化,关闭时逆序执行:
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| 优先级值 | 枚举名称 | 用途 | 模块示例 |
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|---------|---------|------|---------|
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| 0 | `Core` | 核心模块,最先初始化 | Logger, Config, Platform, Window |
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| 100 | `Graphics` | 图形渲染 | Render |
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| 200 | `Audio` | 音频系统 | Audio |
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| 500 | `Resource` | 资源管理 | Resource |
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## 服务优先级
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服务按优先级从小到大初始化:
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| 优先级值 | 枚举名称 | 用途 | 服务示例 |
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|---------|---------|------|---------|
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| 0 | `Core` | 核心服务 | - |
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| 100 | `Event` | 事件系统 | EventService |
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| 200 | `Timer` | 计时器 | TimerService |
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| 300 | `Scene` | 场景管理 | SceneService |
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| 400 | `Camera` | 相机系统 | CameraService |
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| 500 | `Resource` | 资源管理 | - |
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| 600 | `Audio` | 音频系统 | - |
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---
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## 模块系统
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### IModuleConfig
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模块配置接口,定义模块的元数据和配置:
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```cpp
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class IModuleConfig {
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public:
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virtual ~IModuleConfig() = default;
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virtual ModuleInfo getModuleInfo() const = 0;
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virtual std::string getConfigSectionName() const = 0;
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virtual bool validate() const = 0;
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virtual void resetToDefaults() = 0;
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virtual bool loadFromJson(const void* jsonData) = 0;
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virtual bool saveToJson(void* jsonData) const = 0;
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virtual void applyPlatformConstraints(PlatformType platform) {}
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};
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```
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### IModuleInitializer
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模块初始化器接口,管理模块的生命周期:
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```cpp
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class IModuleInitializer {
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public:
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virtual ~IModuleInitializer() = default;
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virtual ModuleId getModuleId() const = 0;
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virtual ModulePriority getPriority() const = 0;
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virtual std::vector<ModuleId> getDependencies() const = 0;
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virtual bool initialize(const IModuleConfig* config) = 0;
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virtual void shutdown() = 0;
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virtual bool isInitialized() const = 0;
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};
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```
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### ModuleRegistry
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模块注册表,管理所有模块:
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```cpp
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class ModuleRegistry {
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public:
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static ModuleRegistry& instance();
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ModuleId registerModule(
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UniquePtr<IModuleConfig> config,
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ModuleInitializerFactory factory
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);
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IModuleConfig* getModuleConfig(ModuleId id);
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IModuleInitializer* getInitializer(ModuleId id);
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std::vector<ModuleId> getInitializationOrder() const;
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};
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```
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---
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## 服务系统
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### IService
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服务接口基类,所有服务必须实现:
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```cpp
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class IService {
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public:
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virtual ~IService() = default;
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virtual ServiceInfo getServiceInfo() const = 0;
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virtual bool initialize() = 0;
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virtual void shutdown() = 0;
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virtual void pause();
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virtual void resume();
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virtual void update(float deltaTime);
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virtual bool isInitialized() const;
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ServiceState getState() const;
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const std::string& getName() const;
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};
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```
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### ServiceLocator
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服务定位器,实现依赖注入和服务发现:
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```cpp
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class ServiceLocator {
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public:
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static ServiceLocator& instance();
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// 注册服务实例
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template<typename T>
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void registerService(SharedPtr<T> service);
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// 注册服务工厂(延迟创建)
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template<typename T>
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void registerFactory(ServiceFactory<T> factory);
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// 获取服务
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template<typename T>
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SharedPtr<T> getService() const;
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// 检查服务是否存在
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template<typename T>
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bool hasService() const;
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// 批量操作
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bool initializeAll();
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void shutdownAll();
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void updateAll(float deltaTime);
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void pauseAll();
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void resumeAll();
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void clear();
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};
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```
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### 内置服务
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#### SceneService
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场景管理服务,包装 SceneManager:
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```cpp
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class ISceneService : public IService {
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public:
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virtual void runWithScene(Ptr<Scene> scene) = 0;
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virtual void replaceScene(Ptr<Scene> scene) = 0;
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virtual void pushScene(Ptr<Scene> scene) = 0;
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virtual void popScene() = 0;
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virtual Ptr<Scene> getCurrentScene() const = 0;
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virtual size_t getSceneCount() const = 0;
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virtual void render(RenderBackend& renderer) = 0;
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};
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```
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#### TimerService
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计时器服务,包装 TimerManager:
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```cpp
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class ITimerService : public IService {
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public:
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virtual uint32 addTimer(float delay, Timer::Callback callback) = 0;
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virtual uint32 addRepeatingTimer(float interval, Timer::Callback callback) = 0;
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virtual void cancelTimer(uint32 timerId) = 0;
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virtual void pauseTimer(uint32 timerId) = 0;
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virtual void resumeTimer(uint32 timerId) = 0;
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};
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```
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#### EventService
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事件服务,整合 EventQueue 和 EventDispatcher:
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```cpp
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class IEventService : public IService {
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public:
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virtual void pushEvent(const Event& event) = 0;
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virtual bool pollEvent(Event& event) = 0;
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virtual ListenerId addListener(EventType type, EventCallback callback) = 0;
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virtual void removeListener(ListenerId id) = 0;
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virtual void dispatch(Event& event) = 0;
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virtual void processQueue() = 0;
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};
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```
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#### CameraService
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相机服务,整合 Camera 和 ViewportAdapter:
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```cpp
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class ICameraService : public IService {
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public:
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virtual void setPosition(const Vec2& position) = 0;
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virtual void setZoom(float zoom) = 0;
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virtual void setRotation(float degrees) = 0;
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virtual glm::mat4 getViewProjectionMatrix() const = 0;
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virtual Vec2 screenToWorld(const Vec2& screenPos) const = 0;
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virtual void setViewportConfig(const ViewportConfig& config) = 0;
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virtual void updateViewport(int width, int height) = 0;
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};
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```
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---
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## 使用示例
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### 在 Application 中使用服务
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```cpp
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// 获取服务
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auto sceneService = Application::get().scenes();
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auto timerService = Application::get().timers();
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auto eventService = Application::get().events();
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auto cameraService = Application::get().camera();
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// 使用场景服务
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sceneService->pushScene(myScene);
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// 使用计时器服务
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timerService->addTimer(1.0f, []() {
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E2D_LOG_INFO("Timer fired!");
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});
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// 使用事件服务
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eventService->addListener(EventType::KeyDown, [](Event& e) {
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E2D_LOG_INFO("Key pressed: {}", e.key.keycode);
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});
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// 使用相机服务
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cameraService->setPosition(Vec2(100.0f, 200.0f));
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cameraService->setZoom(2.0f);
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```
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### 注册自定义服务
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```cpp
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// 定义服务接口
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class IAudioService : public IService {
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public:
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virtual void playSound(const std::string& path) = 0;
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virtual void stopAll() = 0;
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};
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// 实现服务
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class AudioService : public IAudioService {
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public:
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ServiceInfo getServiceInfo() const override {
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ServiceInfo info;
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info.name = "AudioService";
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info.priority = ServicePriority::Audio;
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return info;
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}
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bool initialize() override {
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// 初始化音频系统...
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setState(ServiceState::Running);
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return true;
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}
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void shutdown() override {
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// 清理音频系统...
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setState(ServiceState::Stopped);
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}
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void playSound(const std::string& path) override {
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// 播放音效...
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}
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void stopAll() override {
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// 停止所有音效...
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}
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};
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// 注册服务
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Application::get().registerService<IAudioService>(makeShared<AudioService>());
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// 使用服务
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auto audio = Application::get().getService<IAudioService>();
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audio->playSound("explosion.wav");
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```
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### 测试时注入 Mock 服务
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```cpp
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// 创建 Mock 服务
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class MockSceneService : public ISceneService {
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public:
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std::vector<std::string> sceneHistory;
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void pushScene(Ptr<Scene> scene) override {
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sceneHistory.push_back("push:" + scene->getName());
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}
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void popScene() override {
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sceneHistory.push_back("pop");
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}
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// 实现其他必要方法...
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};
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// 测试代码
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void testSceneNavigation() {
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// 注入 Mock 服务
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auto mockService = makeShared<MockSceneService>();
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ServiceLocator::instance().registerService<ISceneService>(mockService);
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// 执行测试
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auto sceneService = ServiceLocator::instance().getService<ISceneService>();
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sceneService->pushScene(createTestScene("level1"));
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sceneService->pushScene(createTestScene("level2"));
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sceneService->popScene();
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// 验证结果
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assert(mockService->sceneHistory.size() == 3);
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assert(mockService->sceneHistory[0] == "push:level1");
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assert(mockService->sceneHistory[1] == "push:level2");
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assert(mockService->sceneHistory[2] == "pop");
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}
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```
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---
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## 创建新模块
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### 步骤 1:定义配置类
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```cpp
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class MyModuleConfig : public IModuleConfig {
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public:
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int someSetting = 42;
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ModuleInfo getModuleInfo() const override {
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ModuleInfo info;
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info.name = "MyModule";
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info.version = "1.0.0";
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info.priority = ModulePriority::Graphics;
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info.enabled = true;
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return info;
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}
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std::string getConfigSectionName() const override { return "my_module"; }
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bool validate() const override { return someSetting > 0; }
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void resetToDefaults() override { someSetting = 42; }
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bool loadFromJson(const void* jsonData) override;
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bool saveToJson(void* jsonData) const override;
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};
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```
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### 步骤 2:定义初始化器
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```cpp
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class MyModuleInitializer : public IModuleInitializer {
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public:
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ModuleId getModuleId() const override { return moduleId_; }
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ModulePriority getPriority() const override { return ModulePriority::Graphics; }
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std::vector<ModuleId> getDependencies() const override { return {}; }
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bool initialize(const IModuleConfig* config) override {
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if (initialized_) return true;
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const MyModuleConfig* cfg = dynamic_cast<const MyModuleConfig*>(config);
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if (!cfg) return false;
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// 执行初始化逻辑...
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initialized_ = true;
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E2D_LOG_INFO("MyModule initialized");
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return true;
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}
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void shutdown() override {
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if (!initialized_) return;
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// 执行清理逻辑...
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initialized_ = false;
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E2D_LOG_INFO("MyModule shutdown");
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}
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bool isInitialized() const override { return initialized_; }
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void setModuleId(ModuleId id) { moduleId_ = id; }
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private:
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ModuleId moduleId_ = INVALID_MODULE_ID;
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bool initialized_ = false;
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};
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```
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### 步骤 3:注册模块
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```cpp
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// my_module.cpp
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#include <extra2d/config/module_registry.h>
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namespace extra2d {
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static ModuleId s_myModuleId = INVALID_MODULE_ID;
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ModuleId get_my_module_id() { return s_myModuleId; }
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void register_my_module() {
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if (s_myModuleId != INVALID_MODULE_ID) return;
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s_myModuleId = ModuleRegistry::instance().registerModule(
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makeUnique<MyModuleConfig>(),
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[]() -> UniquePtr<IModuleInitializer> {
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auto initializer = makeUnique<MyModuleInitializer>();
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initializer->setModuleId(s_myModuleId);
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return initializer;
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}
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);
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}
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} // namespace extra2d
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```
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---
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## 内置模块
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### Logger 模块
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**职责**:管理日志系统初始化和关闭
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**配置**:
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```cpp
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LoggerModuleConfig config;
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config.logLevel = LogLevel::Info;
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config.consoleOutput = true;
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config.fileOutput = true;
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config.logFilePath = "app.log";
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```
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---
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### Config 模块
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**职责**:管理 ConfigManager 和应用配置
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**配置**:
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```cpp
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ConfigModuleConfig config;
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config.configPath = "config.json";
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config.appConfig = AppConfig::createDefault();
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```
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---
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### Platform 模块
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**职责**:平台检测和平台特定初始化
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**平台特定操作**:
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- Switch:初始化 romfs 和 socket
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---
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### Window 模块
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**职责**:窗口创建和后端管理
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**后端支持**:
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- SDL2:跨平台
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- GLFW:跨平台
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- Switch:原生
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**配置**:
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```cpp
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WindowModuleConfig config;
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config.windowConfig.title = "My App";
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config.windowConfig.width = 1280;
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config.windowConfig.height = 720;
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config.windowConfig.vsync = true;
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```
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---
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### Render 模块
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**职责**:渲染器初始化和管理
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**配置**:
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```cpp
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RenderModuleConfig config;
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config.backend = BackendType::OpenGL;
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config.vsync = true;
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config.targetFPS = 60;
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config.multisamples = 4;
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```
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---
|
||
|
||
## 配置文件格式
|
||
|
||
模块配置使用 JSON 格式:
|
||
|
||
```json
|
||
{
|
||
"logger": {
|
||
"logLevel": 2,
|
||
"consoleOutput": true,
|
||
"fileOutput": false
|
||
},
|
||
"window": {
|
||
"title": "My Application",
|
||
"width": 1280,
|
||
"height": 720,
|
||
"vsync": true
|
||
},
|
||
"render": {
|
||
"targetFPS": 60,
|
||
"multisamples": 4
|
||
}
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 最佳实践
|
||
|
||
### 1. 模块用于平台初始化,服务用于运行时功能
|
||
|
||
```cpp
|
||
// 模块:平台级初始化
|
||
class WindowModule : public IModuleInitializer {
|
||
bool initialize(const IModuleConfig* config) override {
|
||
// 创建窗口、初始化 OpenGL 上下文
|
||
}
|
||
};
|
||
|
||
// 服务:运行时功能
|
||
class SceneService : public ISceneService {
|
||
void update(float deltaTime) override {
|
||
// 每帧更新场景
|
||
}
|
||
};
|
||
```
|
||
|
||
### 2. 通过服务定位器解耦依赖
|
||
|
||
```cpp
|
||
// 好的做法:通过服务定位器获取依赖
|
||
void MyNode::onUpdate(float dt) {
|
||
auto camera = ServiceLocator::instance().getService<ICameraService>();
|
||
auto pos = camera->screenToWorld(mousePos);
|
||
}
|
||
|
||
// 不好的做法:直接依赖 Application
|
||
void MyNode::onUpdate(float dt) {
|
||
auto& camera = Application::get().camera(); // 耦合度高
|
||
}
|
||
```
|
||
|
||
### 3. 使用接口便于测试
|
||
|
||
```cpp
|
||
// 定义接口
|
||
class IAudioService : public IService { ... };
|
||
|
||
// 生产环境使用真实实现
|
||
auto audio = makeShared<AudioService>();
|
||
|
||
// 测试环境使用 Mock
|
||
auto audio = makeShared<MockAudioService>();
|
||
```
|
||
|
||
### 4. 安全关闭
|
||
|
||
```cpp
|
||
void shutdown() override {
|
||
if (!initialized_) return; // 避免重复关闭
|
||
|
||
// 清理资源
|
||
resource_.reset();
|
||
|
||
setState(ServiceState::Stopped);
|
||
initialized_ = false;
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 调试
|
||
|
||
### 查看模块初始化顺序
|
||
|
||
```cpp
|
||
auto order = ModuleRegistry::instance().getInitializationOrder();
|
||
for (ModuleId id : order) {
|
||
auto* config = ModuleRegistry::instance().getModuleConfig(id);
|
||
if (config) {
|
||
auto info = config->getModuleInfo();
|
||
E2D_LOG_INFO("Module: {} (priority: {})",
|
||
info.name, static_cast<int>(info.priority));
|
||
}
|
||
}
|
||
```
|
||
|
||
### 查看服务状态
|
||
|
||
```cpp
|
||
auto services = ServiceLocator::instance().getAllServices();
|
||
for (const auto& service : services) {
|
||
auto info = service->getServiceInfo();
|
||
E2D_LOG_INFO("Service: {} (state: {})",
|
||
info.name, static_cast<int>(info.state));
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 示例
|
||
|
||
完整示例请参考:
|
||
- [examples/basic/main.cpp](../../examples/basic/main.cpp) - 基础示例
|
||
- [Extra2D/src/services/scene_service.cpp](../../Extra2D/src/services/scene_service.cpp) - Scene 服务实现
|
||
- [Extra2D/src/services/event_service.cpp](../../Extra2D/src/services/event_service.cpp) - Event 服务实现
|
||
- [Extra2D/src/platform/window_module.cpp](../../Extra2D/src/platform/window_module.cpp) - Window 模块实现
|
||
- [Extra2D/src/graphics/render_module.cpp](../../Extra2D/src/graphics/render_module.cpp) - Render 模块实现
|