Magic_Game/Easy2D/Win/winbase.cpp

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#include "winbase.h"
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static HWND s_HWnd = nullptr;
static ID2D1Factory * s_pDirect2dFactory = nullptr;
static ID2D1HwndRenderTarget * s_pRenderTarget = nullptr;
static ID2D1SolidColorBrush * s_pSolidBrush = nullptr;
static IWICImagingFactory * s_pIWICFactory = nullptr;
static IDWriteFactory * s_pDWriteFactory = nullptr;
static steady_clock::time_point s_tNow;
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HWND &GetHWnd()
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{
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return s_HWnd;
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}
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ID2D1Factory * &GetFactory()
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{
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return s_pDirect2dFactory;
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}
IWICImagingFactory * &GetImagingFactory()
{
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if (!s_pIWICFactory)
{
CoCreateInstance(
CLSID_WICImagingFactory,
NULL,
CLSCTX_INPROC_SERVER,
IID_IWICImagingFactory,
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reinterpret_cast<void **>(&s_pIWICFactory)
);
}
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return s_pIWICFactory;
}
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ID2D1HwndRenderTarget * &GetRenderTarget()
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{
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if (!s_pRenderTarget)
{
RECT rc;
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GetClientRect(s_HWnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
// Create a Direct2D render target.
HRESULT hr;
hr = GetFactory()->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(s_HWnd, size),
&s_pRenderTarget
);
ASSERT(SUCCEEDED(hr), "Create Render Target Failed!");
}
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return s_pRenderTarget;
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}
IDWriteFactory * &GetDirectWriteFactory()
{
if (!s_pDWriteFactory)
{
HRESULT hr;
hr = DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&s_pDWriteFactory)
);
ASSERT(SUCCEEDED(hr), "Create DirectWrite Factory Failed!");
}
return s_pDWriteFactory;
}
ID2D1SolidColorBrush * &GetSolidColorBrush()
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{
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if (!s_pSolidBrush)
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{
HRESULT hr;
hr = GetRenderTarget()->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::White),
&s_pSolidBrush
);
ASSERT(SUCCEEDED(hr), "Create Solid Color Brush Failed!");
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}
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return s_pSolidBrush;
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}
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steady_clock::time_point &GetNow()
{
return s_tNow;
}
long long GetInterval(steady_clock::time_point tLast)
{
return duration_cast<milliseconds>(s_tNow - tLast).count();
}