656 lines
14 KiB
Markdown
656 lines
14 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(参考 Kiwano),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、更新、渲染、关闭
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- **优先级排序**:确保模块按正确顺序初始化
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- **显式注册**:通过 `Application::use()` 注册模块
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- **Context 模式**:使用上下文对象遍历模块链
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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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## 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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│ Modules │ │ ServiceLocator │
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│ (模块列表,按优先级排序) │ │ (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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## 模块基类
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### Module
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所有模块只需继承 `Module` 基类,实现需要的生命周期方法:
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```cpp
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class Module {
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public:
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virtual ~Module() = default;
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/**
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* @brief 设置模块(初始化)
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*/
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virtual void setupModule() {}
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/**
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* @brief 销毁模块
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*/
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virtual void destroyModule() {}
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/**
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* @brief 更新时
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*/
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virtual void onUpdate(UpdateContext& ctx) { ctx.next(); }
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/**
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* @brief 渲染前
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*/
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virtual void beforeRender(RenderContext& ctx) { ctx.next(); }
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/**
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* @brief 渲染时
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*/
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virtual void onRender(RenderContext& ctx) { ctx.next(); }
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/**
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* @brief 渲染后
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*/
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virtual void afterRender(RenderContext& ctx) { ctx.next(); }
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/**
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* @brief 事件处理
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*/
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virtual void handleEvent(EventContext& ctx) { ctx.next(); }
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/**
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* @brief 获取模块名称
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*/
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virtual const char* getName() const = 0;
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/**
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* @brief 获取模块优先级
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*/
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virtual int getPriority() const { return 0; }
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};
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```
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### 模块上下文
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用于遍历模块链,支持链式调用:
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```cpp
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/**
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* @brief 模块上下文基类
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*/
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class ModuleContext {
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public:
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void next(); // 遍历下一个模块
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bool isDone() const; // 检查是否完成
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};
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/**
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* @brief 更新上下文
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*/
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class UpdateContext : public ModuleContext {
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public:
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float getDeltaTime() const; // 获取帧间隔时间
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};
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/**
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* @brief 渲染上下文
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*/
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class RenderContext : public ModuleContext {
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public:
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enum class Phase { Before, On, After };
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Phase getPhase() const;
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};
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/**
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* @brief 事件上下文
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*/
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class EventContext : public ModuleContext {
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};
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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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| 注册方式 | `app.use(module)` | `locator.registerService()` |
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| 可替换性 | 编译时确定 | 运行时可替换 |
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| 示例 | Window, Render, Input | Scene, Timer, Event, Camera |
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---
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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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| 模块 | 优先级 | 说明 |
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|------|--------|------|
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| LoggerModule | -1 | 最先初始化 |
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| ConfigModule | 0 | 配置加载 |
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| PlatformModule | 10 | 平台初始化 |
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| WindowModule | 20 | 窗口创建 |
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| InputModule | 30 | 输入系统 |
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| RenderModule | 40 | 渲染系统 |
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| ScriptModule | 500 | 脚本系统 |
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| 用户模块 | 1000+ | 用户自定义 |
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---
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## 创建新模块
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### 简单示例
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```cpp
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#include <extra2d/core/module.h>
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class MyModule : public extra2d::Module {
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public:
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const char* getName() const override { return "MyModule"; }
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int getPriority() const override { return 1000; }
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void setupModule() override {
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// 初始化资源
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extra2d::E2D_LOG_INFO("MyModule initialized");
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}
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void destroyModule() override {
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// 清理资源
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extra2d::E2D_LOG_INFO("MyModule destroyed");
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}
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void onUpdate(extra2d::UpdateContext& ctx) override {
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// 更新逻辑
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ctx.next(); // 继续下一个模块
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}
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};
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```
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### 注册模块
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```cpp
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int main() {
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auto& app = extra2d::Application::get();
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MyModule myModule;
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app.use(myModule); // 显式注册
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app.init();
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app.run();
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return 0;
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}
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```
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### 带配置的模块
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```cpp
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// my_module.h
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#pragma once
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#include <extra2d/core/module.h>
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#include <string>
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struct MyModuleConfig {
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std::string greeting = "Hello!";
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int repeatCount = 1;
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};
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class MyModule : public extra2d::Module {
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public:
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MyModule();
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~MyModule() override;
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const char* getName() const override { return "MyModule"; }
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int getPriority() const override { return 1000; }
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void setupModule() override;
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void destroyModule() override;
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void onUpdate(extra2d::UpdateContext& ctx) override;
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void setConfig(const MyModuleConfig& config) { config_ = config; }
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void sayHello() const;
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private:
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MyModuleConfig config_;
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float time_ = 0.0f;
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};
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```
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```cpp
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// my_module.cpp
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#include "my_module.h"
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#include <extra2d/utils/logger.h>
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MyModule::MyModule() : Module() {}
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MyModule::~MyModule() {
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if (isInitialized()) {
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destroyModule();
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}
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}
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void MyModule::setupModule() {
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if (isInitialized()) return;
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setInitialized(true);
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E2D_LOG_INFO("MyModule initialized");
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E2D_LOG_INFO(" Greeting: {}", config_.greeting);
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E2D_LOG_INFO(" Repeat Count: {}", config_.repeatCount);
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sayHello();
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}
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void MyModule::destroyModule() {
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if (!isInitialized()) return;
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E2D_LOG_INFO("MyModule shutdown");
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setInitialized(false);
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}
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void MyModule::onUpdate(extra2d::UpdateContext& ctx) {
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if (!isInitialized()) {
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ctx.next();
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return;
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}
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time_ += ctx.getDeltaTime();
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if (time_ >= 5.0f) {
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sayHello();
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time_ = 0.0f;
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}
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ctx.next();
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}
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void MyModule::sayHello() const {
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for (int i = 0; i < config_.repeatCount; ++i) {
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E2D_LOG_INFO("[MyModule] {}", config_.greeting);
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}
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}
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```
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---
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## 内置模块
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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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**优先级**:0
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```cpp
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extra2d::AppConfig config;
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config.appName = "My Application";
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config.appVersion = "1.0.0";
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```
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---
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### Logger 模块
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**职责**:日志系统初始化
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**优先级**:-1(最先初始化)
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```cpp
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extra2d::LoggerModule loggerModule;
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loggerModule.setLogLevel(extra2d::LogLevel::Debug);
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loggerModule.setFileOutput("app.log");
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app.use(loggerModule);
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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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**优先级**:10
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**支持平台**:
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- Windows
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- Linux
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- macOS
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- Nintendo Switch
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---
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### Window 模块
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**职责**:窗口创建和管理
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**优先级**:20
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**后端**:统一使用 SDL2
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```cpp
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extra2d::WindowModule windowModule;
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extra2d::WindowConfigData windowConfig;
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windowConfig.title = "My App";
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windowConfig.width = 1280;
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windowConfig.height = 720;
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windowConfig.vsync = true;
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windowModule.setWindowConfig(windowConfig);
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app.use(windowModule);
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```
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---
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### Input 模块
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**职责**:输入设备管理(键盘、鼠标、手柄)
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**优先级**:30
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```cpp
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extra2d::InputModule inputModule;
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extra2d::InputConfigData inputConfig;
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inputConfig.deadzone = 0.15f;
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inputConfig.enableVibration = true;
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inputModule.setInputConfig(inputConfig);
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app.use(inputModule);
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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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**优先级**:40
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```cpp
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extra2d::RenderModule renderModule;
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extra2d::RenderModuleConfig renderConfig;
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renderConfig.vsync = true;
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renderConfig.multisamples = 4;
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renderModule.setRenderConfig(renderConfig);
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app.use(renderModule);
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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:
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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 update(float deltaTime);
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};
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```
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### 内置服务
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| 服务 | 用途 | 优先级 |
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|-----|------|-------|
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| EventService | 事件分发 | 100 |
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| TimerService | 计时器 | 200 |
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| SceneService | 场景管理 | 300 |
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| CameraService | 相机系统 | 400 |
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### 使用服务
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```cpp
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auto& app = extra2d::Application::get();
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// 获取服务
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auto sceneService = app.scenes();
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auto timerService = app.timers();
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auto eventService = app.events();
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auto cameraService = app.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(extra2d::EventType::KeyPress, [](extra2d::Event& e) {
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auto& keyEvent = std::get<extra2d::KeyEvent>(e.data);
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E2D_LOG_INFO("Key pressed: {}", keyEvent.keyCode);
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});
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```
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---
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## 输入事件系统
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### 事件类型
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```cpp
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enum class EventType {
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// 键盘
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KeyPress,
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KeyRelease,
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KeyRepeat,
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// 鼠标
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MousePress,
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MouseRelease,
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MouseMove,
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MouseScroll,
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// 手柄
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GamepadConnect,
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GamepadDisconnect,
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GamepadPress,
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GamepadRelease,
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// 触摸
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TouchBegin,
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TouchMove,
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TouchEnd,
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// 窗口
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WindowResize,
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WindowClose,
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};
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```
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### 事件监听
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```cpp
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auto eventService = app.events();
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// 监听键盘事件
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eventService->addListener(EventType::KeyPress, [](Event& e) {
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auto& key = std::get<KeyEvent>(e.data);
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if (key.scancode == static_cast<int>(Key::Escape)) {
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Application::get().quit();
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}
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});
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// 监听鼠标事件
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eventService->addListener(EventType::MousePress, [](Event& e) {
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auto& mouse = std::get<MouseEvent>(e.data);
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E2D_LOG_INFO("Click at ({}, {})", mouse.position.x, mouse.position.y);
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});
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```
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---
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## 场景图系统
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### Node 基类
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```cpp
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class Node : public std::enable_shared_from_this<Node> {
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public:
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// 层级管理
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void addChild(Ptr<Node> child);
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void removeChild(Ptr<Node> child);
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Ptr<Node> getParent() const;
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// 变换属性
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void setPos(const Vec2& pos);
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void setRotation(float degrees);
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void setScale(const Vec2& scale);
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// 世界变换
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Vec2 toWorld(const Vec2& localPos) const;
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glm::mat4 getWorldTransform() const;
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// 生命周期回调
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virtual void onEnter();
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virtual void onExit();
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virtual void onUpdate(float dt);
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virtual void onRender(RenderBackend& renderer);
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};
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```
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### ShapeNode 形状节点
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```cpp
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// 创建形状节点
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auto rect = ShapeNode::createFilledRect(
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Rect(0, 0, 100, 100),
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Color(1.0f, 0.4f, 0.4f, 1.0f)
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);
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auto circle = ShapeNode::createFilledCircle(
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Vec2(0, 0), 50,
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Color(0.4f, 0.4f, 1.0f, 1.0f)
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);
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auto triangle = ShapeNode::createFilledTriangle(
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Vec2(0, -40), Vec2(-35, 30), Vec2(35, 30),
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Color(0.4f, 1.0f, 0.4f, 1.0f)
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);
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```
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### 变换继承
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```cpp
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auto parent = makeShared<Node>();
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parent->setPos(100, 100);
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parent->setRotation(45);
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auto child = makeShared<Node>();
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child->setPos(50, 0); // 相对于父节点
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parent->addChild(child);
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// child 会随 parent 一起旋转
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```
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---
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## 视口适配系统
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### ViewportAdapter
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```cpp
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enum class ViewportMode {
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AspectRatio, // 保持宽高比,可能有黑边
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Stretch, // 拉伸填满整个窗口
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Center, // 居中显示,不缩放
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Custom // 自定义缩放和偏移
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};
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```
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### 使用 CameraService 配置视口
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```cpp
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auto cameraService = app.camera();
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if (cameraService) {
|
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extra2d::ViewportConfig vpConfig;
|
||
vpConfig.logicWidth = 1280.0f;
|
||
vpConfig.logicHeight = 720.0f;
|
||
vpConfig.mode = extra2d::ViewportMode::AspectRatio;
|
||
|
||
cameraService->setViewportConfig(vpConfig);
|
||
cameraService->updateViewport(windowWidth, windowHeight);
|
||
}
|
||
```
|
||
|
||
---
|
||
|
||
## 示例
|
||
|
||
完整示例请参考:
|
||
- [examples/hello_module/](../../examples/hello_module/) - 自定义模块示例
|
||
- [examples/basic/main.cpp](../../examples/basic/main.cpp) - 基础示例
|
||
|
||
---
|
||
|
||
## 最佳实践
|
||
|
||
### 1. 模块优先级
|
||
|
||
```cpp
|
||
// 核心模块使用低优先级
|
||
class LoggerModule : public Module {
|
||
int getPriority() const override { return -1; }
|
||
};
|
||
|
||
// 用户模块使用高优先级
|
||
class MyModule : public Module {
|
||
int getPriority() const override { return 1000; }
|
||
};
|
||
```
|
||
|
||
### 2. 链式调用
|
||
|
||
```cpp
|
||
void onUpdate(UpdateContext& ctx) override {
|
||
// 执行更新逻辑
|
||
doSomething();
|
||
|
||
// 继续下一个模块
|
||
ctx.next();
|
||
}
|
||
```
|
||
|
||
### 3. 检查初始化状态
|
||
|
||
```cpp
|
||
void onUpdate(UpdateContext& ctx) override {
|
||
if (!isInitialized()) {
|
||
ctx.next();
|
||
return;
|
||
}
|
||
|
||
// 执行更新逻辑
|
||
ctx.next();
|
||
}
|
||
```
|