1. 抽离了LApp的部分内容,以解耦其对Qt的依赖,并且尝试了拓展多渲染后端支持。
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//
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// Created by misaki on 2026/6/23.
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//
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#pragma once
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#include <cstdint>
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class ISpriteRenderer {
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public:
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virtual ~ISpriteRenderer() = default;
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virtual void SetColor(float r, float g, float b, float a) = 0;
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virtual void SetWindowSize(int w, int h) = 0;
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virtual void RenderImmidiate(uintptr_t textureId,
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const float uvVertex[8]) const = 0;
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virtual bool IsHit(float px, float py) const = 0;
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virtual void ResetRect(float x, float y, float w, float h) = 0;
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virtual uintptr_t GetTextureId() const = 0;
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};
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