169 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
		
		
			
		
	
	
			169 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			C
		
	
	
	
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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// all copies or substantial portions of the Software.
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								// 
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								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								// THE SOFTWARE.
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								#pragma once
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								#include "../2d/include-forwards.h"
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								#include "../base/time.h"
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								#include "../base/window.h"
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								#include "../base/Component.h"
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								#include <mutex>
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								namespace easy2d
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								{
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									struct Options
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									{
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										String	title;				// <20><><EFBFBD><EFBFBD>
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										int		width;				// <20><><EFBFBD><EFBFBD>
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										int		height;				// <20>߶<EFBFBD>
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										LPCWSTR	icon;				// ͼ<><CDBC>
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										Color	clear_color;		// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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										bool	vsync;				// <20><>ֱͬ<D6B1><CDAC>
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										bool	fullscreen;			// ȫ<><C8AB>ģʽ
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										Options(
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											String const& title = L"Easy2D Game",
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											int width = 640,
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											int height = 480,
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											LPCWSTR icon = nullptr,
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											Color clear_color = Color::Black,
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											bool vsync = true,
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											bool fullscreen = false
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										)
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											: title(title)
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											, width(width)
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											, height(height)
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											, icon(icon)
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											, clear_color(clear_color)
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											, vsync(vsync)
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											, fullscreen(fullscreen)
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										{}
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									};
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									class E2D_API Application
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										: protected Noncopyable
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									{
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									public:
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										Application();
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										virtual ~Application();
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										// <20><>ʼ<EFBFBD><CABC>
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										void Init(
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											Options const& options
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										);
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										// <20><><EFBFBD><EFBFBD>ʱ
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										virtual void OnStart() {}
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										// <20>ر<EFBFBD>ʱ
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										virtual bool OnClosing() { return true; }
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										// <20><><EFBFBD><EFBFBD>ʱ
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										virtual void OnDestroy() {}
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										// <20><>Ⱦʱ
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										virtual void OnRender() {}
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										// <20><><EFBFBD><EFBFBD>ʱ
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										virtual void OnUpdate(Duration dt) { E2D_NOT_USED(dt); }
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										// <20><><EFBFBD><EFBFBD>
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										void Run();
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										// <20><><EFBFBD><EFBFBD>
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										void Quit();
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										// <20><><EFBFBD><EFBFBD>
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										void Destroy();
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										// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										void Use(
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											Component* component
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										);
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										// ж<><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										void Remove(
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											Component* component
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										);
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										// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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										void EnterScene(
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											ScenePtr const& scene			/* <20><><EFBFBD><EFBFBD> */
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										);
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										// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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										void EnterScene(
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											ScenePtr const& scene,			/* <20><><EFBFBD><EFBFBD> */
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											TransitionPtr const& transition	/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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										);
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										// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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										ScenePtr const& GetCurrentScene();
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										// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										inline Window* GetWindow() const { return main_window_; }
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										// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										void SetTimeScale(
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											float scale_factor
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										);
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										// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
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										void ShowDebugInfo(
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											bool show = true
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										);
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										// <20><> Easy2D <20><><EFBFBD>߳<EFBFBD><DFB3><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD>
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										// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̵߳<DFB3><CCB5><EFBFBD> Easy2D <20><><EFBFBD><EFBFBD>ʱʹ<CAB1><CAB9>
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										void PreformFunctionInMainThread(
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											std::function<void()> function
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										);
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										// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>̨
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										static void ShowConsole(
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											bool show
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										);
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									protected:
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										void Render();
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										void Update();
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										static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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									protected:
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										bool			end_;
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										bool			inited_;
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										float			time_scale_;
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										ScenePtr		curr_scene_;
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										ScenePtr		next_scene_;
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										NodePtr			debug_node_;
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										TransitionPtr	transition_;
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										Window*				main_window_;
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										Array<Component*>	components_;
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										std::mutex						perform_mutex_;
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										Queue<std::function<void()>>	functions_to_perform_;
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									};
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								}
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