Files
Boundard/include/render.hpp
T
2026-08-16 13:32:51 +08:00

140 lines
3.5 KiB
C++

#pragma once
#include <array>
#include <atomic>
#include <cstddef>
#include <functional>
#include <mutex>
#include <string>
#include <thread>
#include <unordered_map>
#include <unordered_set>
#include <vector>
#include <actor.hpp>
namespace openceg::render {
struct InputEvent {
enum class Type {
Key,
MouseButton,
CursorMove,
Scroll,
};
enum class Action {
Release = 0,
Press = 1,
Repeat = 2,
};
Type type = Type::Key;
Action action = Action::Press;
int key = -1;
int scancode = -1;
int mods = 0;
int button = -1;
double x = 0.0;
double y = 0.0;
};
class Renderer {
public:
Renderer();
~Renderer();
Renderer(const Renderer&) = delete;
Renderer& operator=(const Renderer&) = delete;
Renderer(Renderer&&) = delete;
Renderer& operator=(Renderer&&) = delete;
void init(int width, int height, const char* title);
void draw(const Actor* const* actors, size_t actor_count);
bool should_close() const;
void poll_events() const;
using InputCallback = std::function<void(const InputEvent&)>;
void set_input_callback(InputCallback callback);
bool is_key_down(int key) const;
bool is_mouse_button_down(int button) const;
std::array<double, 2> cursor_position() const;
void destroy();
private:
struct Impl;
Impl* impl_;
};
// 类似 Godot InputMap 的按键动作绑定。
class InputMap {
public:
void add_action(const std::string& action);
void bind_key(const std::string& action, int key);
void unbind_key(const std::string& action, int key);
void bind_mouse_button(const std::string& action, int button);
void unbind_mouse_button(const std::string& action, int button);
void handle_event(const InputEvent& event);
void end_frame();
bool is_action_pressed(const std::string& action) const;
bool is_action_just_pressed(const std::string& action) const;
bool is_action_just_released(const std::string& action) const;
float get_action_strength(const std::string& action) const;
float get_axis(const std::string& negative_action,
const std::string& positive_action) const;
private:
struct ActionState {
std::unordered_set<int> keys;
std::unordered_set<int> mouse_buttons;
std::unordered_map<int, bool> held_keys;
std::unordered_map<int, bool> held_buttons;
size_t held_key_count = 0;
size_t held_button_count = 0;
bool pressed = false;
bool just_pressed = false;
bool just_released = false;
};
mutable std::mutex mutex_;
std::unordered_map<std::string, ActionState> actions_;
};
// 渲染线程包装:主线程更新 Actor,渲染线程持续读取并提交绘制。
class RenderLoop {
public:
RenderLoop() = default;
~RenderLoop();
RenderLoop(const RenderLoop&) = delete;
RenderLoop& operator=(const RenderLoop&) = delete;
RenderLoop(RenderLoop&&) = delete;
RenderLoop& operator=(RenderLoop&&) = delete;
void start(int width, int height, const char* title);
void stop();
void set_actors(std::vector<Actor*> actors);
void poll_events() const;
bool should_close() const;
InputMap& input();
const InputMap& input() const;
private:
void run();
Renderer renderer_;
InputMap input_map_;
std::thread thread_;
std::atomic<bool> running_{false};
mutable std::mutex actors_mutex_;
std::vector<Actor*> actors_;
};
} // namespace openceg::render