在Config中增加VSync开启选项
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dda7e17347
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58af967968
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@ -42,20 +42,7 @@ void e2d::Game::destroyInstance()
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void e2d::Game::start()
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{
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auto gc = GC::getInstance();
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auto input = Input::getInstance();
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auto window = Window::getInstance();
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auto renderer = Renderer::getInstance();
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auto timer = Timer::getInstance();
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auto sceneManager = SceneManager::getInstance();
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auto actionManager = ActionManager::getInstance();
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if (!input || !window || !renderer || !timer || !sceneManager || !actionManager)
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{
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throw SystemException(L"³õʼ»¯Ê§°Ü");
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}
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HWND hWnd = window->getHWnd();
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HWND hWnd = Window::getInstance()->getHWnd();
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if (hWnd == nullptr)
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{
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throw SystemException(L"无法创建窗口");
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@ -64,7 +51,7 @@ void e2d::Game::start()
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// 显示窗口
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::ShowWindow(hWnd, SW_SHOWNORMAL);
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::UpdateWindow(hWnd);
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window->poll();
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Window::getInstance()->poll();
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// 开始游戏
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Duration interval;
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@ -76,31 +63,43 @@ void e2d::Game::start()
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while (!_quit)
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{
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_now = Time::now();
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interval = _now - _last;
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if (_frameInterval < interval)
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if (_config.isVSyncEnabled())
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{
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_last = _now;
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input->update();
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timer->update();
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actionManager->update();
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sceneManager->update();
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renderer->render();
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window->poll();
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gc->flush();
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__update();
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}
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else
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{
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wait = (_frameInterval - interval).milliseconds() - 1;
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if (wait > 1)
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interval = _now - _last;
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if (_frameInterval < interval)
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{
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std::this_thread::sleep_for(milliseconds(wait));
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_last = _now;
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__update();
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}
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else
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{
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wait = (_frameInterval - interval).milliseconds() - 1;
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if (wait > 1)
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{
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std::this_thread::sleep_for(milliseconds(wait));
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}
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}
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}
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}
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}
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void e2d::Game::__update()
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{
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Input::getInstance()->update();
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Timer::getInstance()->update();
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ActionManager::getInstance()->update();
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SceneManager::getInstance()->update();
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Renderer::getInstance()->render();
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Window::getInstance()->poll();
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GC::getInstance()->flush();
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}
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void e2d::Game::pause()
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{
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_paused = true;
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@ -124,18 +123,25 @@ bool e2d::Game::isPaused()
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void e2d::Game::setConfig(const Config& config)
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{
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_config = config;
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if (_config.isSoundEnabled())
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if (_config.isSoundEnabled() != config.isSoundEnabled())
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{
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Player::getInstance()->getXAudio2()->StartEngine();
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}
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else
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{
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Player::getInstance()->getXAudio2()->StopEngine();
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if (config.isSoundEnabled())
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Player::getInstance()->getXAudio2()->StartEngine();
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else
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Player::getInstance()->getXAudio2()->StopEngine();
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}
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_frameInterval = Duration(_config.getFrameInterval());
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if (_config.getFrameInterval() != config.getFrameInterval())
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{
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_frameInterval = Duration(config.getFrameInterval());
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}
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if (_config.isVSyncEnabled() != config.isVSyncEnabled())
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{
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Renderer::getInstance()->discardDeviceResources();
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}
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_config = config;
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}
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const e2d::Config& e2d::Game::getConfig()
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@ -45,8 +45,6 @@ e2d::Renderer::Renderer()
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, _clearColor(D2D1::ColorF(D2D1::ColorF::Black))
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{
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CoInitialize(nullptr);
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this->__createDeviceResources();
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}
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e2d::Renderer::~Renderer()
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@ -59,53 +57,7 @@ e2d::Renderer::~Renderer()
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CoUninitialize();
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}
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bool e2d::Renderer::__createDeviceResources()
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{
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HRESULT hr = S_OK;
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if (!_renderTarget)
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{
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HWND hWnd = Window::getInstance()->getHWnd();
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// 创建设备相关资源。这些资源应在 Direct3D 设备消失时重建
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RECT rc;
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GetClientRect(hWnd, &rc);
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D2D1_SIZE_U size = D2D1::SizeU(
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rc.right - rc.left,
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rc.bottom - rc.top
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);
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// 创建一个 Direct2D 渲染目标
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hr = Renderer::getFactory()->CreateHwndRenderTarget(
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D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(hWnd, size, D2D1_PRESENT_OPTIONS_IMMEDIATELY),
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&_renderTarget
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);
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if (FAILED(hr))
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{
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throw SystemException(L"Create ID2D1HwndRenderTarget failed");
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}
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else
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{
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// 创建画刷
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hr = _renderTarget->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::White),
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&_solidBrush
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);
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}
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if (FAILED(hr))
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{
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throw SystemException(L"Create ID2D1SolidColorBrush failed");
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}
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}
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return SUCCEEDED(hr);
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}
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void e2d::Renderer::__discardDeviceResources()
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void e2d::Renderer::discardDeviceResources()
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{
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SafeRelease(_renderTarget);
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SafeRelease(_solidBrush);
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@ -117,12 +69,12 @@ void e2d::Renderer::render()
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HRESULT hr = S_OK;
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// 创建设备相关资源
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Renderer::__createDeviceResources();
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auto renderTarget = this->getRenderTarget();
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// 开始渲染
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_renderTarget->BeginDraw();
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renderTarget->BeginDraw();
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// 使用背景色清空屏幕
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_renderTarget->Clear(_clearColor);
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renderTarget->Clear(_clearColor);
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// 渲染场景
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SceneManager::getInstance()->render();
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@ -134,14 +86,14 @@ void e2d::Renderer::render()
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}
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// 终止渲染
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hr = _renderTarget->EndDraw();
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hr = renderTarget->EndDraw();
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if (hr == D2DERR_RECREATE_TARGET)
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{
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// 如果 Direct3D 设备在执行过程中消失,将丢弃当前的设备相关资源
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// 并在下一次调用时重建资源
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hr = S_OK;
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this->__discardDeviceResources();
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this->discardDeviceResources();
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}
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if (FAILED(hr))
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@ -225,11 +177,54 @@ void e2d::Renderer::setBackgroundColor(Color color)
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ID2D1HwndRenderTarget * e2d::Renderer::getRenderTarget()
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{
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if (!_renderTarget)
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{
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HWND hWnd = Window::getInstance()->getHWnd();
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// 创建设备相关资源。这些资源应在 Direct3D 设备消失时重建
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RECT rc;
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GetClientRect(hWnd, &rc);
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D2D1_SIZE_U size = D2D1::SizeU(
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rc.right - rc.left,
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rc.bottom - rc.top
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);
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bool VSyncEnabled = Game::getInstance()->getConfig().isVSyncEnabled();
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// 创建一个 Direct2D 渲染目标
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HRESULT hr = Renderer::getFactory()->CreateHwndRenderTarget(
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D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(
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hWnd,
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size,
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VSyncEnabled ? D2D1_PRESENT_OPTIONS_NONE : D2D1_PRESENT_OPTIONS_IMMEDIATELY),
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&_renderTarget
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);
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if (FAILED(hr))
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{
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throw SystemException(L"Create ID2D1HwndRenderTarget failed");
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}
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}
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return _renderTarget;
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}
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ID2D1SolidColorBrush * e2d::Renderer::getSolidColorBrush()
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{
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if (!_solidBrush)
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{
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// 创建画刷
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HRESULT hr = this->getRenderTarget()->CreateSolidColorBrush(
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D2D1::ColorF(D2D1::ColorF::White),
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&_solidBrush
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);
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if (FAILED(hr))
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{
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throw SystemException(L"Create ID2D1SolidColorBrush failed");
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}
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}
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return _solidBrush;
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}
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@ -7,6 +7,7 @@ e2d::Config::Config()
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, _soundEnabled(true)
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, _frameInterval(15)
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, _showFps(false)
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, _vSyncEnabled(false)
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, _outlineVisible(false)
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, _collisionEnabled(false)
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, _colliderVisible(false)
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@ -28,6 +29,11 @@ void e2d::Config::showFps(bool show)
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_showFps = show;
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}
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void e2d::Config::setVSyncEnabled(bool enabled)
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{
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_vSyncEnabled = enabled;
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}
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void e2d::Config::setFrameInterval(int interval)
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{
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_frameInterval = interval;
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@ -76,6 +82,11 @@ bool e2d::Config::isSoundEnabled() const
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return _soundEnabled;
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}
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bool e2d::Config::isVSyncEnabled() const
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{
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return _vSyncEnabled;
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}
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bool e2d::Config::isFpsShow() const
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{
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return _showFps;
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@ -56,6 +56,8 @@ private:
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E2D_DISABLE_COPY(Game);
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void __update();
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private:
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bool _quit;
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bool _paused;
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@ -292,6 +294,9 @@ public:
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// 渲染游戏画面
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void render();
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// 删除设备相关资源
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void discardDeviceResources();
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// 获取文字渲染器
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TextRenderer * getTextRenderer();
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@ -326,12 +331,6 @@ private:
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E2D_DISABLE_COPY(Renderer);
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// 创建设备相关资源
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bool __createDeviceResources();
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// 删除设备相关资源
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void __discardDeviceResources();
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// 渲染 FPS
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void _renderFps();
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@ -1065,6 +1065,12 @@ public:
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bool show
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);
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// 打开或关闭垂直同步
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// 默认:关闭
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void setVSyncEnabled(
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bool enabled
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);
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// 设置帧率刷新间隔
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// 默认:15
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void setFrameInterval(
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@ -1113,6 +1119,9 @@ public:
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// 获取声音打开状态
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bool isSoundEnabled() const;
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// 获取垂直同步打开状态
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bool isVSyncEnabled() const;
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// 获取 FPS 显示状态
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bool isFpsShow() const;
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@ -1136,6 +1145,7 @@ public:
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protected:
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bool _showFps;
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bool _vSyncEnabled;
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bool _soundEnabled;
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bool _outlineVisible;
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bool _collisionEnabled;
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