Magic_Game/core/base/Game.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Game.h"
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#include "logs.h"
#include "modules.h"
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#include "Factory.h"
#include "Scene.h"
#include "DebugNode.h"
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#include "Transition.h"
#include "KeyEvent.hpp"
#include "MouseEvent.hpp"
#include <windowsx.h>
#include <imm.h>
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#pragma comment (lib ,"imm32.lib")
namespace easy2d
{
Game::Game()
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: active_(false)
, debug_(false)
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, curr_scene_(nullptr)
, next_scene_(nullptr)
, transition_(nullptr)
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, time_scale_(1.f)
{
::CoInitialize(nullptr);
}
Game::Game(Options const & options)
: Game()
{
Init(options);
}
Game::~Game()
{
::CoUninitialize();
}
void Game::Init(const Options& options)
{
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debug_ = options.debug;
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ThrowIfFailed(
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Factory::Instance()->Init(debug_)
);
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ThrowIfFailed(
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Window::Instance()->Init(
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options.title,
options.width,
options.height,
options.icon,
Game::WndProc,
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debug_
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)
);
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HWND hwnd = Window::Instance()->GetHandle();
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ThrowIfFailed(
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Graphics::Instance()->Init(
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hwnd,
options.vsync,
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debug_
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)
);
ThrowIfFailed(
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Input::Instance()->Init(
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hwnd,
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Window::Instance()->GetContentScaleX(),
Window::Instance()->GetContentScaleY(),
debug_
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)
);
ThrowIfFailed(
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Audio::Instance()->Init(debug_)
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);
// disable imm
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::ImmAssociateContext(hwnd, nullptr);
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// show console if debug mode enabled
HWND console = ::GetConsoleWindow();
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if (debug_ && !console)
{
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if (::AllocConsole())
{
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console = ::GetConsoleWindow();
FILE * stdoutStream, *stdinStream, *stderrStream;
freopen_s(&stdoutStream, "conout$", "w+t", stdout);
freopen_s(&stdinStream, "conin$", "r+t", stdin);
freopen_s(&stderrStream, "conout$", "w+t", stderr);
}
}
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else if (!debug_ && console)
{
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::ShowWindow(console, SW_HIDE);
}
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// disable the close button of console
if (console)
{
HMENU hmenu = ::GetSystemMenu(console, FALSE);
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
}
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// use Game instance in message loop
::SetWindowLongW(hwnd, GWLP_USERDATA, PtrToUlong(this));
}
void Game::Run()
{
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HWND hwnd = Window::Instance()->GetHandle();
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if (hwnd)
{
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::ShowWindow(hwnd, SW_SHOWNORMAL);
::UpdateWindow(hwnd);
MSG msg = {};
while (::GetMessageW(&msg, nullptr, 0, 0))
{
::TranslateMessage(&msg);
::DispatchMessageW(&msg);
}
}
}
void Game::Quit()
{
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Window::Instance()->Destroy();
}
void Game::EnterScene(SpScene const & scene)
{
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E2D_ASSERT(scene && "Game::EnterScene failed, NULL pointer exception");
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if (curr_scene_ == scene || next_scene_ == scene)
return;
next_scene_ = scene;
}
void Game::EnterScene(SpScene const& scene, SpTransition const& transition)
{
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EnterScene(scene);
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if (transition && next_scene_)
{
if (transition_)
{
transition_->Stop();
}
transition_ = transition;
transition_->Init(curr_scene_, next_scene_);
}
}
SpScene const& Game::GetCurrentScene()
{
return curr_scene_;
}
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void Game::SetTimeScale(float scale)
{
time_scale_ = scale;
}
void Game::Update()
{
static auto last = time::Now();
const auto now = time::Now();
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const auto dt = (now - last) * time_scale_;
last = now;
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Input::Instance()->Update();
if (transition_)
{
transition_->Update(dt);
if (transition_->IsDone())
transition_ = nullptr;
}
if (next_scene_ && !transition_)
{
if (curr_scene_)
{
curr_scene_->OnExit();
}
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
if (curr_scene_)
curr_scene_->Update(dt);
if (next_scene_)
next_scene_->Update(dt);
if (debug_)
DebugNode::Instance()->Update(dt);
}
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void Game::Render(HWND hwnd)
{
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auto graphics = Graphics::Instance();
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ThrowIfFailed(
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graphics->BeginDraw(hwnd)
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);
if (transition_)
{
transition_->Render();
}
else if (curr_scene_)
{
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curr_scene_->Render();
}
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if (debug_)
DebugNode::Instance()->Render();
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ThrowIfFailed(
graphics->EndDraw()
);
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if (active_)
::InvalidateRect(hwnd, NULL, FALSE);
}
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void Game::Dispatch(Event * event)
{
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if (transition_)
return;
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if (curr_scene_)
curr_scene_->DispatchEvent(event);
}
LRESULT CALLBACK Game::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
Game * game = reinterpret_cast<Game*>(::GetWindowLongW(hwnd, GWLP_USERDATA));
if (!game)
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
switch (msg)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
::BeginPaint(hwnd, &ps);
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game->Update();
game->Render(hwnd);
::EndPaint(hwnd, &ps);
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return 0;
}
break;
case WM_LBUTTONUP:
case WM_LBUTTONDOWN:
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//case WM_LBUTTONDBLCLK:
//case WM_MBUTTONUP:
//case WM_MBUTTONDOWN:
//case WM_MBUTTONDBLCLK:
case WM_RBUTTONUP:
case WM_RBUTTONDOWN:
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//case WM_RBUTTONDBLCLK:
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL:
{
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float x = GET_X_LPARAM(lparam) * Window::Instance()->GetContentScaleX();
float y = GET_Y_LPARAM(lparam) * Window::Instance()->GetContentScaleY();
float wheel_delta = 0.f;
MouseEvent::Type type;
if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN)
type = MouseEvent::Down;
else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP)
type = MouseEvent::Up;
else if (msg == WM_MOUSEMOVE)
type = MouseEvent::Move;
else
{
type = MouseEvent::Wheel;
wheel_delta = GET_WHEEL_DELTA_WPARAM(wparam) / 120.f;
}
MouseEvent event(type, x, y, wheel_delta);
if (wparam & MK_LBUTTON || wparam & MK_RBUTTON)
event.button_down = true;
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game->Dispatch(&event);
}
break;
case WM_KEYDOWN:
case WM_KEYUP:
{
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KeyEvent event(msg, KeyCode(wparam));
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game->Dispatch(&event);
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}
break;
case WM_DISPLAYCHANGE:
{
E2D_LOG("The display resolution has changed");
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::InvalidateRect(hwnd, nullptr, FALSE);
}
break;
case WM_CLOSE:
{
E2D_LOG("Received a message to close the window");
SysEvent event(SysEvent::WindowClose);
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game->Dispatch(&event);
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if (game->OnClose())
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{
::DestroyWindow(hwnd);
}
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return 0;
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}
break;
case WM_DESTROY:
{
E2D_LOG("Window was destroyed");
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game->OnExit();
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::PostQuitMessage(0);
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return 0;
}
break;
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case WM_SIZE:
{
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if (SIZE_MAXHIDE == wparam || SIZE_MINIMIZED == wparam)
{
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game->active_ = false;
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E2D_LOG("Window minimized");
}
else if (SIZE_RESTORED == wparam)
{
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game->active_ = true;
::InvalidateRect(hwnd, nullptr, FALSE);
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E2D_LOG("Window restored");
}
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UINT width = LOWORD(lparam);
UINT height = HIWORD(lparam);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD>һ<EFBFBD><D2BB> WM_SIZE <20><>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ
// Ŀ<><C4BF><EFBFBD>Ĵ<EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD>ܣ<EFBFBD><DCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD><D4BA><EFBFBD><EFBFBD>п<EFBFBD><D0BF>ܵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ε<EFBFBD><CEB5><EFBFBD> EndDraw ʱ<><CAB1><EFBFBD><EFBFBD>
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Graphics::Instance()->Resize(width, height);
}
break;
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case WM_ACTIVATE:
{
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bool active = (LOWORD(wparam) != WA_INACTIVE);
if (active)
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{
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E2D_LOG("Window activated");
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SysEvent event(SysEvent::WindowActivate);
game->Dispatch(&event);
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}
else
{
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E2D_LOG("Window deactivated");
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SysEvent event(SysEvent::WindowDeavtivate);
game->Dispatch(&event);
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}
}
break;
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case WM_SETTEXT:
{
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E2D_LOG("Window title changed");
}
break;
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case WM_SETICON:
{
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E2D_LOG("Window icon changed");
}
break;
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}
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return ::DefWindowProcW(hwnd, msg, wparam, lparam);
}
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}