Magic_Game/core/Base/Game.cpp

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#include "..\e2dbase.h"
#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
#include <thread>
using namespace std::chrono;
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e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game::Game()
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: _ended(true)
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, _paused(false)
, _config(nullptr)
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{
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CoInitialize(nullptr);
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_start = _last = _now = Time::now();
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}
e2d::Game::~Game()
{
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GC::getInstance()->safeRelease(_config);
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CoUninitialize();
}
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e2d::Game * e2d::Game::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) Game;
return _instance;
}
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void e2d::Game::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
void e2d::Game::start()
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{
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auto gc = GC::getInstance();
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auto input = Input::getInstance();
auto window = Window::getInstance();
auto renderer = Renderer::getInstance();
auto timer = Timer::getInstance();
auto sceneManager = SceneManager::getInstance();
auto actionManager = ActionManager::getInstance();
if (!input || !window || !renderer || !timer || !sceneManager || !actionManager)
{
throw SystemException(L"<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD>");
}
HWND hWnd = window->getHWnd();
if (hWnd == nullptr)
{
throw SystemException(L"<EFBFBD>޷<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
}
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// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
::ShowWindow(hWnd, SW_SHOWNORMAL);
::UpdateWindow(hWnd);
window->poll();
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// <20><>ʼ<EFBFBD><CABC>Ϸ
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Duration frameInterval(15), interval;
int wait = 0;
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_ended = false;
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_last = _now = Time::now();
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while (!_ended)
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{
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_now = Time::now();
interval = _now - _last;
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if (frameInterval < interval)
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{
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_last += interval;
if (_config)
{
_config->_update();
}
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input->update();
timer->update();
actionManager->update();
sceneManager->update();
renderer->render();
window->poll();
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gc->flush();
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}
else
{
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wait = (frameInterval - interval).milliseconds() - 1;
if (wait > 1)
{
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std::this_thread::sleep_for(milliseconds(wait));
}
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}
}
}
void e2d::Game::pause()
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{
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_paused = true;
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}
void e2d::Game::resume()
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{
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if (_paused && !_ended)
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{
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_last = _now = Time::now();
Timer::getInstance()->updateTime();
ActionManager::getInstance()->updateTime();
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}
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_paused = false;
}
bool e2d::Game::isPaused()
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{
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return _paused;
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}
void e2d::Game::setConfig(Config* config)
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{
if (config && _config != config)
{
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if (_config) _config->release();
_config = config;
_config->_unconfigured = true;
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_config->retain();
}
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}
e2d::Config* e2d::Game::getConfig()
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{
if (!_config)
_config = new (e2d::autorelease) Config();
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return _config;
}
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e2d::Duration e2d::Game::getTotalDuration() const
{
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return std::move(_now - _start);
}
void e2d::Game::quit()
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{
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_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>
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}
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void e2d::Game::cleanup()
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{
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GC::getInstance()->clear();
Image::clearCache();
Player::getInstance()->clearCache();
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}