Magic_Game/core/e2dbase.h

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#pragma once
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#include "e2dmacros.h"
#include "e2dcommon.h"
#include "e2dcustom.h"
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// Base Classes
namespace e2d
{
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// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
class Game
{
public:
// <20><>ȡ<EFBFBD><C8A1>Ϸʵ<CFB7><CAB5>
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static Game * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void start(
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bool cleanup = true /* <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ */
);
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// <20><>ͣ<EFBFBD><CDA3>Ϸ
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void pause();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void resume();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void quit();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
void cleanup();
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// <20><>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
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bool isPaused();
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// <20>޸<EFBFBD><DEB8><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
void setConfig(
Config* config
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);
// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
Config* getConfig();
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private:
Game();
~Game();
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E2D_DISABLE_COPY(Game);
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private:
bool _ended;
bool _paused;
Config* _config;
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static Game * _instance;
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};
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// <20><><EFBFBD><EFBFBD>
class Window
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{
public:
// <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
enum class Cursor : int
{
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Normal, /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ */
Hand, /* <20><>״ָ<D7B4><D6B8> */
No, /* <20><>ָֹ<D6B9><D6B8> */
Wait, /* ɳ©ָ<C2A9><D6B8> */
ArrowWait /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Сɳ© */
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
enum class Popup : int
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{
Information, /* <20><>Ϣ */
Warning, /* <20><><EFBFBD><EFBFBD> */
Error /* <20><><EFBFBD><EFBFBD> */
};
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public:
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static Window * getInstance();
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// <20><><EFBFBD>ٴ<EFBFBD><D9B4><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E5BBA5><EFBFBD><EFBFBD>
bool createMutex(
const String& mutex = L"" /* <20><><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20>޸Ĵ<DEB8><C4B4><EFBFBD><EFBFBD><EFBFBD>С
void setSize(
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int width, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
int height /* <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD> */
);
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// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setTitle(
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const String& title /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>ͼ<EFBFBD><CDBC>
void setIcon(
int iconID
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
void setCursor(
Cursor cursor
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
String getTitle();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
double getWidth();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD>
double getHeight();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
Size getSize();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ھ<EFBFBD><DABE><EFBFBD>
HWND getHWnd();
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// <20>򿪻<EFBFBD><F2BFAABB><EFBFBD><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>̨
void setConsoleEnabled(
bool enabled
);
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD>
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void setTypewritingEnabled(
bool enabled
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD><DAB0><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ťʱ<C5A5><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>ʾ<EFBFBD>û<EFBFBD><C3BB>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD>ϰ<EFBFBD>ť
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bool popup(
const String& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const String& title, /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
Popup style = Popup::Information, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ */
bool hasCancel = false /* <20><><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ť */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void poll();
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private:
Window();
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~Window();
E2D_DISABLE_COPY(Window);
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// ע<><EFBFBD><E1B4B0>
HWND __create();
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// Win32 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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static LRESULT CALLBACK WndProc(
HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam
);
private:
HWND _hWnd;
MSG _msg;
Size _size;
String _title;
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int _iconID;
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static Window * _instance;
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};
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// ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Time
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{
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friend class Game;
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public:
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// <20><>ȡ<EFBFBD><C8A1>һ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static double getDeltaTime();
// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>
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static double getTotalTime();
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private:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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static bool __init();
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFB5BD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
static bool __isReady();
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// <20><><EFBFBD>µ<EFBFBD>ǰʱ<C7B0><CAB1>
static void __updateNow();
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// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
static void __updateLast();
// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>Ϣ
static void __reset();
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// <20><><EFBFBD><EFBFBD><EFBFBD>߳<EFBFBD>
static void __sleep();
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private:
static std::chrono::steady_clock::time_point _start;
static std::chrono::steady_clock::time_point _now;
static std::chrono::steady_clock::time_point _last;
static std::chrono::steady_clock::time_point _fixedLast;
static std::chrono::milliseconds _interval;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD>
class Input
{
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public:
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>豸ʵ<E8B1B8><CAB5>
static Input * getInstance();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸ʵ<E8B1B8><CAB5>
static void destroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool isDown(
KeyCode key
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ񱻵<C7B7><F1B1BBB5><EFBFBD>
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bool isPress(
KeyCode key
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɿ<EFBFBD>
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bool isRelease(
KeyCode key
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool isDown(
MouseCode code
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ񱻵<C7B7><F1B1BBB5><EFBFBD>
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bool isPress(
MouseCode code
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɿ<EFBFBD>
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bool isRelease(
MouseCode code
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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double getMouseX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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double getMouseY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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Point getMousePos();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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double getMouseDeltaX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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double getMouseDeltaY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Z<EFBFBD><EFBFBD><E1A3A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֣<EFBFBD><D6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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double getMouseDeltaZ();
// ˢ<><CBA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸״̬
void update();
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private:
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Input();
~Input();
E2D_DISABLE_COPY(Input);
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private:
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IDirectInput8W* _directInput;
IDirectInputDevice8W* _keyboardDevice;
IDirectInputDevice8W* _mouseDevice;
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DIMOUSESTATE _mouseState;
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DIMOUSESTATE _mouseRecordState;
char _keyBuffer[256];
char _keyRecordBuffer[256];
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static Input * _instance;
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};
// <20><>Ⱦ<EFBFBD><C8BE>
class Renderer
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{
public:
// <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE>ʵ<EFBFBD><CAB5>
static Renderer * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
Color getBackgroundColor();
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// <20>޸ı<DEB8><C4B1><EFBFBD>ɫ
void setBackgroundColor(
Color color
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);
// <20><>Ⱦ<EFBFBD><C8BE>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
void render();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
TextRenderer * getTextRenderer();
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// <20><>ȡ ID2D1HwndRenderTarget <20><><EFBFBD><EFBFBD>
ID2D1HwndRenderTarget * getRenderTarget();
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// <20><>ȡ ID2D1SolidColorBrush <20><><EFBFBD><EFBFBD>
ID2D1SolidColorBrush * getSolidColorBrush();
// <20><>ȡ ID2D1Factory <20><><EFBFBD><EFBFBD>
static ID2D1Factory * getFactory();
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// <20><>ȡ IWICImagingFactory <20><><EFBFBD><EFBFBD>
static IWICImagingFactory * getImagingFactory();
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// <20><>ȡ IDWriteFactory <20><><EFBFBD><EFBFBD>
static IDWriteFactory * getWriteFactory();
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// <20><>ȡ FPS <20>ı<EFBFBD><C4B1><EFBFBD>ʽ<EFBFBD><CABD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static IDWriteTextFormat * getFpsTextFormat();
// <20><>ȡ Miter <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
static ID2D1StrokeStyle * getMiterStrokeStyle();
// <20><>ȡ Bevel <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
static ID2D1StrokeStyle * getBevelStrokeStyle();
// <20><>ȡ Round <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
static ID2D1StrokeStyle * getRoundStrokeStyle();
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private:
Renderer();
~Renderer();
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E2D_DISABLE_COPY(Renderer);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
bool __createDeviceResources();
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// ɾ<><C9BE><EFBFBD><EFBFBD><E8B1B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
void __discardDeviceResources();
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// <20><>Ⱦ FPS
void _renderFps();
private:
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int _renderTimes;
double _lastRenderTime;
String _fpsText;
D2D1_COLOR_F _clearColor;
ID2D1HwndRenderTarget* _renderTarget;
ID2D1SolidColorBrush* _solidBrush;
TextRenderer* _textRenderer;
static ID2D1Factory* _d2dFactory;
static IWICImagingFactory* _imagingFactory;
static IDWriteFactory* _writeFactory;
static IDWriteTextFormat* _textFormat;
static ID2D1StrokeStyle* _miterStrokeStyle;
static ID2D1StrokeStyle* _bevelStrokeStyle;
static ID2D1StrokeStyle* _roundStrokeStyle;
static Renderer * _instance;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class GC
{
public:
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// <20>Զ<EFBFBD><D4B6>ͷ<EFBFBD>
static void autorelease(
Ref* ref
);
// <20>Զ<EFBFBD><D4B6>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD>
static void autoreleaseArray(
Ref* ref
);
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// <20><><EFBFBD><EFBFBD>
static void retain(
Ref* ref
);
// <20>ͷ<EFBFBD>
static void release(
Ref* ref
);
// <20><>ȫ<EFBFBD><C8AB><EFBFBD>ͷŶ<CDB7><C5B6><EFBFBD>
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template <typename Type>
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static inline void safeRelease(Type*& p)
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{
if (p != nullptr)
{
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GC::release(p);
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p = nullptr;
}
}
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// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void flush();
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// <20><><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void clear();
private:
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GC();
~GC();
E2D_DISABLE_COPY(GC);
private:
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bool _notifyed;
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bool _cleanup;
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std::map<Ref*, bool> _pool;
static GC _instance;
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};
}