Magic_Game/core/Base/Game.cpp

170 lines
2.6 KiB
C++
Raw Normal View History

2018-04-21 21:24:46 +08:00
#include "..\e2dbase.h"
#include "..\e2dmanager.h"
2018-04-24 09:02:06 +08:00
#include "..\e2dtool.h"
#include "..\e2dcollider.h"
2018-01-30 16:45:38 +08:00
2018-07-03 01:49:20 +08:00
e2d::Game * e2d::Game::_instance = nullptr;
2018-01-30 16:45:38 +08:00
2018-07-03 01:49:20 +08:00
e2d::Game::Game()
: _ended(false)
, _paused(false)
2018-07-04 17:00:21 +08:00
, _config(nullptr)
2018-07-03 01:49:20 +08:00
{
2018-07-04 15:33:09 +08:00
CoInitialize(nullptr);
2018-07-03 01:49:20 +08:00
}
e2d::Game::~Game()
{
2018-07-04 17:00:21 +08:00
GC::release(_config);
2018-07-04 15:33:09 +08:00
CoUninitialize();
}
2018-07-03 01:49:20 +08:00
e2d::Game * e2d::Game::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) Game;
return _instance;
}
2018-01-30 16:45:38 +08:00
void e2d::Game::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
2018-07-03 01:49:20 +08:00
void e2d::Game::start(bool cleanup)
2018-01-30 16:45:38 +08:00
{
2018-07-04 15:33:09 +08:00
auto gc = GC::getInstance();
auto input = Input::getInstance();
auto window = Window::getInstance();
auto renderer = Renderer::getInstance();
2018-07-05 01:09:54 +08:00
auto actionManager = ActionManager::getInstance();
2018-02-01 22:07:44 +08:00
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager::__init();
2018-01-30 16:45:38 +08:00
// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
::ShowWindow(window->getHWnd(), SW_SHOWNORMAL);
2018-01-30 16:45:38 +08:00
// ˢ<>´<EFBFBD><C2B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
::UpdateWindow(window->getHWnd());
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
window->__poll();
2018-02-04 21:24:27 +08:00
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>ʱ
Time::__init();
2018-01-30 16:45:38 +08:00
2018-07-03 01:49:20 +08:00
_ended = false;
2018-05-24 00:58:16 +08:00
2018-07-03 01:49:20 +08:00
while (!_ended)
2018-01-30 16:45:38 +08:00
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
window->__poll();
2018-02-04 21:24:27 +08:00
// ˢ<><CBA2>ʱ<EFBFBD><CAB1>
Time::__updateNow();
2018-01-30 16:45:38 +08:00
// <20>ж<EFBFBD><D0B6>Ƿ<EFBFBD><C7B7><EFBFBD><EFB5BD>ˢ<EFBFBD><CBA2>״̬
if (Time::__isReady())
2018-01-30 16:45:38 +08:00
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (_config && _config->_unconfigured)
{
_config->_update();
}
2018-07-04 15:33:09 +08:00
input->__update(); // <20><>ȡ<EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
Timer::__update(); // <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
2018-07-05 01:09:54 +08:00
actionManager->__update(); // <20><><EFBFBD><EFBFBD><C2B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager::__update(); // <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
renderer->__render(); // <20><>Ⱦ<EFBFBD><C8BE>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
Time::__updateLast(); // ˢ<><CBA2>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
2018-01-30 16:45:38 +08:00
}
else
{
2018-07-04 15:33:09 +08:00
Time::__sleep(); // <20><><EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD>
gc->__update(); // ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
2018-01-30 16:45:38 +08:00
}
}
2018-07-03 01:49:20 +08:00
_ended = true;
2018-05-24 00:58:16 +08:00
2018-07-03 01:49:20 +08:00
if (cleanup)
{
2018-07-03 01:49:20 +08:00
Game::cleanup();
}
2018-01-30 16:45:38 +08:00
}
void e2d::Game::pause()
2018-01-30 16:45:38 +08:00
{
2018-07-03 01:49:20 +08:00
_paused = true;
2018-01-30 16:45:38 +08:00
}
void e2d::Game::resume()
2018-01-30 16:45:38 +08:00
{
2018-07-04 17:00:21 +08:00
if (_paused)
2018-01-30 16:45:38 +08:00
{
Game::reset();
2018-01-30 16:45:38 +08:00
}
2018-07-03 01:49:20 +08:00
_paused = false;
2018-01-30 16:45:38 +08:00
}
void e2d::Game::reset()
{
2018-07-04 17:00:21 +08:00
if (!_ended)
2018-05-24 00:58:16 +08:00
{
Time::__reset();
2018-07-05 01:09:54 +08:00
ActionManager::getInstance()->__resetAll();
2018-05-24 00:58:16 +08:00
Timer::__resetAll();
}
}
bool e2d::Game::isPaused()
2018-01-30 16:45:38 +08:00
{
2018-07-03 01:49:20 +08:00
return _paused;
2018-01-30 16:45:38 +08:00
}
2018-07-04 17:00:21 +08:00
void e2d::Game::setConfig(Config * config)
{
if (_config != config && config)
{
GC::release(_config);
_config = config;
_config->_unconfigured = true;
GC::retain(_config);
}
2018-07-04 17:00:21 +08:00
}
e2d::Config * e2d::Game::getConfig()
{
if (!_config)
{
_config = Create<Config>();
GC::retain(_config);
}
return _config;
}
void e2d::Game::quit()
2018-01-30 16:45:38 +08:00
{
2018-07-03 01:49:20 +08:00
_ended = true; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
2018-01-30 16:45:38 +08:00
}
2018-07-03 01:49:20 +08:00
void e2d::Game::cleanup()
2018-01-30 16:45:38 +08:00
{
2018-02-01 22:07:44 +08:00
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><D0B3><EFBFBD>
SceneManager::__uninit();
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Input::__clearListeners();
// ɾ<><C9BE><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Collision::__clearListeners();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
Image::clearCache();
2018-04-24 09:02:06 +08:00
// <20><><EFBFBD>ն<EFBFBD>ʱ<EFBFBD><CAB1>
Timer::__uninit();
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
GC::getInstance()->clear();
2018-01-30 16:45:38 +08:00
}