Magic_Game/core/e2dbase.h

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#pragma once
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#include "e2dmacros.h"
#include "e2dcommon.h"
#include "e2dcustom.h"
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// Base Classes
namespace e2d
{
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// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
class Game
{
public:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>Ϸ
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static bool init(
const String& name = L"", /* <20><>ϷӢ<CFB7><D3A2><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const String& mutexName = L"" /* <20><><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
static int start(
bool autoRelease = true /* <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ */
);
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// <20><>ͣ<EFBFBD><CDA3>Ϸ
static void pause();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
static void resume();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
static void quit();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7>Դ
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static void destroy();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD>ʱ
static void reset();
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// <20><>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
static bool isPaused();
// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
static String getName();
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};
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// <20><><EFBFBD>ڿ<EFBFBD><DABF><EFBFBD>
class Window
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{
friend Game;
public:
// <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
enum class Cursor : int
{
NORMAL, /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ */
HAND, /* <20><>״ָ<D7B4><D6B8> */
NO, /* <20><>ָֹ<D6B9><D6B8> */
WAIT, /* ɳ©ָ<C2A9><D6B8> */
ARROW_WAIT /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Сɳ© */
};
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public:
// <20>޸Ĵ<DEB8><C4B4>ڴ<EFBFBD>С
static void setSize(
int width, /* <20><><EFBFBD>ڿ<EFBFBD><DABF><EFBFBD> */
int height /* <20><><EFBFBD>ڸ߶<DAB8> */
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>ڱ<EFBFBD><DAB1><EFBFBD>
static void setTitle(
const String& title /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
);
// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>ͼ<EFBFBD><CDBC>
static void setIcon(
int iconID
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
static void setCursor(
Cursor cursor
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD>
static String getTitle();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڿ<EFBFBD><DABF><EFBFBD>
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static double getWidth();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڸ߶<DAB8>
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static double getHeight();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڴ<EFBFBD>С
static Size getSize();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ھ<EFBFBD><DABE><EFBFBD>
static HWND getHWnd();
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// <20><><EFBFBD><EFBFBD>/<2F><><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>̨
static void showConsole(
bool show
);
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD>
static void setTypewritingEnable(
bool enable
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
static void info(
const String& text, /* <20><><EFBFBD><EFBFBD> */
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const String& title = L"Infomation" /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E6B4B0>
static void warning(
const String& text, /* <20><><EFBFBD><EFBFBD> */
const String& title = L"Warning" /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󴰿<EFBFBD>
static void error(
const String& text, /* <20><><EFBFBD><EFBFBD> */
const String& title = L"Error" /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
);
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private:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static bool __init();
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// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __uninit();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
static void __poll();
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// Win32 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
static LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
};
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// ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Time
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{
friend Game;
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public:
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// <20><>ȡ<EFBFBD><C8A1>һ֡<D2BB>뵱ǰ֡<C7B0><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static double getDeltaTime();
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// <20><>ȡ<EFBFBD><C8A1>һ֡<D2BB>뵱ǰ֡<C7B0><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static unsigned int getDeltaTimeMilliseconds();
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// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>
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static double getTotalTime();
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// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static unsigned int getTotalTimeMilliseconds();
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private:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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static bool __init();
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFB5BD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
static bool __isReady();
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// <20><><EFBFBD>µ<EFBFBD>ǰʱ<C7B0><CAB1>
static void __updateNow();
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// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
static void __updateLast();
// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
static void __reset();
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// <20><><EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD>
static void __sleep();
};
class Listener;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Input
{
friend Game;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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enum class Mouse : int
{
LEFT, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
RIGHT, /* <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD> */
MIDDLE /* <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD> */
};
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// <20><><EFBFBD>̼<EFBFBD>ֵ
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enum class Key : int
{
UP = 0xC8,
LEFT = 0xCB,
RIGHT = 0xCD,
DOWN = 0xD0,
ENTER = 0x1C,
SPACE = 0x39,
ESC = 0x01,
BACK = 0x0E,
TAB = 0x0F,
PAUSE = 0xC5,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
NUM1 = 0x02,
NUM2 = 0x03,
NUM3 = 0x04,
NUM4 = 0x05,
NUM5 = 0x06,
NUM6 = 0x07,
NUM7 = 0x08,
NUM8 = 0x09,
NUM9 = 0x0A,
NUM0 = 0x0B,
NUMPAD7 = 0x47,
NUMPAD8 = 0x48,
NUMPAD9 = 0x49,
NUMPAD4 = 0x4B,
NUMPAD5 = 0x4C,
NUMPAD6 = 0x4D,
NUMPAD1 = 0x4F,
NUMPAD2 = 0x50,
NUMPAD3 = 0x51,
NUMPAD0 = 0x52
};
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static bool isDown(
Key key
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ񱻵<C7B7><F1B1BBB5><EFBFBD>
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static bool isPress(
Key key
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɿ<EFBFBD>
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static bool isRelease(
Key key
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static bool isDown(
Mouse code
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ񱻵<C7B7><F1B1BBB5><EFBFBD>
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static bool isPress(
Mouse code
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɿ<EFBFBD>
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static bool isRelease(
Mouse code
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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static double getMouseX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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static double getMouseY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
static Point getMousePos();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static double getMouseDeltaX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static double getMouseDeltaY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Z<EFBFBD><EFBFBD><E1A3A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֣<EFBFBD><D6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static double getMouseDeltaZ();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Listener * addListener(
const Function& func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
const String& name = L"", /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool paused = false /* <20>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void addListener(
Listener * listener /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void removeListener(
Listener * listener /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startListener(
const String& name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopListener(
const String& name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void removeListener(
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const String& name
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAllListeners();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAllListeners();
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void removeAllListeners();
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private:
// <20><>ʼ<EFBFBD><CABC> DirectInput <20>Լ<EFBFBD><D4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static bool __init();
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// ˢ<><CBA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
static void __update();
// ˢ<><CBA2><EFBFBD>豸״̬
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static void __updateDeviceState();
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __updateListeners();
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// ж<><D0B6> DirectInput
static void __uninit();
// <20><><EFBFBD>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD>
static void __clearListeners();
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};
// <20><>Ⱦ<EFBFBD><C8BE>
class Renderer
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{
friend Game;
friend Window;
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public:
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
static Color getBackgroundColor();
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// <20>޸ı<DEB8><C4B1><EFBFBD>ɫ
static void setBackgroundColor(
Color color
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);
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// <20><>ʾ FPS
static void showFps(
bool show = true
);
// <20><>ȡϵͳ DPI <20><><EFBFBD><EFBFBD>
static float getDpiScaleX();
// <20><>ȡϵͳ DPI <20><><EFBFBD><EFBFBD>
static float getDpiScaleY();
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// <20><>ȡ ID2D1Factory <20><><EFBFBD><EFBFBD>
static ID2D1Factory * getID2D1Factory();
// <20><>ȡ ID2D1HwndRenderTarget <20><><EFBFBD><EFBFBD>
static ID2D1HwndRenderTarget * getRenderTarget();
// <20><>ȡ ID2D1SolidColorBrush <20><><EFBFBD><EFBFBD>
static ID2D1SolidColorBrush * getSolidColorBrush();
// <20><>ȡ IWICImagingFactory <20><><EFBFBD><EFBFBD>
static IWICImagingFactory * getIWICImagingFactory();
// <20><>ȡ IDWriteFactory <20><><EFBFBD><EFBFBD>
static IDWriteFactory * getIDWriteFactory();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
static TextRenderer * getTextRenderer();
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private:
// <20><>Ⱦ<EFBFBD><C8BE>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
static void __render();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޹<EFBFBD><DEB9><EFBFBD>Դ
static bool __createDeviceIndependentResources();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static bool __createDeviceResources();
// ɾ<><C9BE><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __discardDeviceResources();
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// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __discardResources();
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>װ<EFBFBD><D7B0>
class GC
{
friend Game;
friend Object;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>Ķ<EFBFBD><C4B6><EFBFBD>
template <typename Type, typename... Args>
static inline Type * create(Args&&... args)
{
auto newObj = new (std::nothrow) Type(std::forward<Args>(args)...);
if (newObj)
{
newObj->autorelease();
return newObj;
}
return nullptr;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
template <typename Type>
static inline void retain(Type*& p)
{
if (p != nullptr)
{
p->retain();
}
}
// <20>ͷŶ<CDB7><C5B6><EFBFBD>
template <typename Type>
static inline void release(Type*& p)
{
if (p != nullptr)
{
p->release();
p = nullptr;
}
}
// ֪ͨ GC <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD>
static void notify();
// <20>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD>
static void flush();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> GC
static void __add(
Object * pObject
);
// <20><><EFBFBD><EFBFBD> GC
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __clear();
};
}