Magic_Game/src/kiwano/platform/Application.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
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//
// 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:
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//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
// 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.
#pragma once
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#include <kiwano/core/Common.h>
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#include <kiwano/core/Component.h>
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#include <kiwano/core/Time.h>
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#include <kiwano/core/event/Event.h>
#include <kiwano/core/event/KeyEvent.h>
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#include <kiwano/core/event/MouseEvent.h>
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#include <kiwano/core/event/WindowEvent.h>
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#include <kiwano/platform/Window.h>
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#include <kiwano/render/Renderer.h>
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namespace kiwano
{
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/**
* \~chinese
* @brief Ӧ<EFBFBD>ó<EFBFBD><EFBFBD>򣬿<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD>
*/
class KGE_API Application : protected Noncopyable
{
public:
Application();
virtual ~Application();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɴ<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD>ظú<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɺ<EFBFBD><EFBFBD>Զ<EFBFBD>ִ<EFBFBD><EFBFBD>
*/
virtual void OnReady();
/**
* \~chinese
* @brief Ӧ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴ<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD>ظú<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><EFBFBD><EFBFBD>յ<EFBFBD>
*/
virtual void OnDestroy();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>й<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><EFBFBD> OnReady <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param debug <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD><EFBFBD><EFBFBD>ģʽ
* @note <EFBFBD>ú<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD>Ӧ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void Run(bool debug = false);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ֹӦ<EFBFBD>ó<EFBFBD><EFBFBD><EFBFBD>
*/
void Quit();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><EFBFBD><EFBFBD>й<EFBFBD><EFBFBD><EFBFBD><EFBFBD>в<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
*/
void Destroy();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>ӹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param[in] component <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void Use(ComponentBase* component);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӿɵȱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Сʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param scale_factor <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @warning <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void SetTimeScale(float scale_factor);
/**
* \~chinese
* @brief <EFBFBD>ַ<EFBFBD><EFBFBD>¼<EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param evt <EFBFBD>¼<EFBFBD>
*/
void DispatchEvent(Event* evt);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̵߳<EFBFBD><EFBFBD><EFBFBD> Kiwano <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param func <EFBFBD><EFBFBD>Ҫִ<EFBFBD>еĺ<EFBFBD><EFBFBD><EFBFBD>
*/
static void PreformInMainThread(Function<void()> func);
private:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void Update();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void Render();
private:
float time_scale_;
Time last_update_time_;
Vector<ComponentBase*> comps_;
Vector<RenderComponent*> render_comps_;
Vector<UpdateComponent*> update_comps_;
Vector<EventComponent*> event_comps_;
};
inline void Application::OnReady() {}
inline void Application::OnDestroy() {}
} // namespace kiwano