移除Config中垂直同步的设置,并优化程序的延时处理

This commit is contained in:
Nomango 2018-07-29 13:44:53 +08:00
parent 62a34b9ba2
commit d1ad592df7
8 changed files with 100 additions and 132 deletions

View File

@ -4,9 +4,7 @@
e2d::Config::Config()
: _gameName()
, _soundEnabled(true)
, _frameInterval(15)
, _showFps(false)
, _vSyncEnabled(true)
, _outlineVisible(false)
, _collisionEnabled(false)
, _colliderVisible(false)
@ -27,16 +25,6 @@ void e2d::Config::showFps(bool show)
_showFps = show;
}
void e2d::Config::setVSyncEnabled(bool enabled)
{
_vSyncEnabled = enabled;
}
void e2d::Config::setFrameInterval(int interval)
{
_frameInterval = interval;
}
void e2d::Config::setOutlineVisible(bool visible)
{
_outlineVisible = visible;
@ -67,21 +55,11 @@ bool e2d::Config::isSoundEnabled() const
return _soundEnabled;
}
bool e2d::Config::isVSyncEnabled() const
{
return _vSyncEnabled;
}
bool e2d::Config::isFpsShow() const
{
return _showFps;
}
int e2d::Config::getFrameInterval() const
{
return _frameInterval;
}
bool e2d::Config::isOutlineVisible() const
{
return _outlineVisible;

View File

@ -10,7 +10,6 @@ e2d::Game::Game()
: _quit(true)
, _paused(false)
, _config()
, _frameInterval(_config.getFrameInterval())
{
CoInitialize(nullptr);
@ -40,27 +39,24 @@ void e2d::Game::destroyInstance()
void e2d::Game::start()
{
// ÏÔʾ´°¿Ú
SceneManager::getInstance()->update();
HWND hWnd = Window::getInstance()->getHWnd();
::ShowWindow(hWnd, SW_SHOWNORMAL);
::UpdateWindow(hWnd);
SceneManager::getInstance()->update();
Window::getInstance()->poll();
// ¿ªÊ¼ÓÎÏ·
int wait = 0;
Duration interval;
_quit = false;
_last = _now = Time::now();
const Duration minInterval(15);
while (!_quit)
{
_now = Time::now();
interval = _now - _last;
Duration interval = _now - _last;
if (_config.isVSyncEnabled() || _frameInterval < interval)
if (minInterval < interval)
{
_last = _now;
Input::getInstance()->update();
@ -73,7 +69,14 @@ void e2d::Game::start()
}
else
{
std::this_thread::yield();
// ID2D1HwndRenderTarget 在渲染时会等待显示器刷新,即开启了垂直同步,
// 它起到了非常稳定的延时作用,所以大部分时候不需要手动挂起线程进行延时。
// 下面的代码仅在一些情况下(例如窗口最小化时)挂起线程,防止占用过高 CPU 。
int wait = (minInterval - interval).milliseconds();
if (wait > 1)
{
std::this_thread::sleep_for(std::chrono::milliseconds(wait));
}
}
}
}
@ -109,16 +112,6 @@ void e2d::Game::setConfig(const Config& config)
Player::getInstance()->getXAudio2()->StopEngine();
}
if (_config.getFrameInterval() != config.getFrameInterval())
{
_frameInterval = Duration(config.getFrameInterval());
}
if (_config.isVSyncEnabled() != config.isVSyncEnabled())
{
Renderer::getInstance()->discardDeviceResources();
}
_config = config;
}

View File

@ -69,10 +69,10 @@ void e2d::Renderer::discardDeviceResources()
void e2d::Renderer::render()
{
HRESULT hr = S_OK;
// 创建设备相关资源
auto renderTarget = this->getRenderTarget();
// 仅当窗口没有被遮挡时进行渲染
if (renderTarget->CheckWindowState() & D2D1_WINDOW_STATE_OCCLUDED)
return;
// 开始渲染
renderTarget->BeginDraw();
@ -89,7 +89,7 @@ void e2d::Renderer::render()
}
// 终止渲染
hr = renderTarget->EndDraw();
HRESULT hr = renderTarget->EndDraw();
if (hr == D2DERR_RECREATE_TARGET)
{
@ -195,15 +195,13 @@ ID2D1HwndRenderTarget * e2d::Renderer::getRenderTarget()
rc.bottom - rc.top
);
bool VSyncEnabled = Game::getInstance()->getConfig().isVSyncEnabled();
// 创建一个 Direct2D 渲染目标
HRESULT hr = Renderer::getFactory()->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(
hWnd,
size,
VSyncEnabled ? D2D1_PRESENT_OPTIONS_NONE : D2D1_PRESENT_OPTIONS_IMMEDIATELY),
D2D1_PRESENT_OPTIONS_NONE),
&_renderTarget
);

View File

@ -44,7 +44,7 @@ e2d::Color::Color(UINT rgb, float alpha)
e2d::Color::operator D2D1_COLOR_F() const
{
return D2D1::ColorF(r, g, b, a);
return std::move(D2D1::ColorF(r, g, b, a));
}
void e2d::Color::_init(UINT rgb, float alpha)

View File

@ -22,7 +22,9 @@ void e2d::Scene::render()
if (Game::getInstance()->getConfig().isOutlineVisible())
{
Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
auto brush = Renderer::getInstance()->getSolidColorBrush();
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
brush->SetOpacity(1.f);
_root->_renderOutline();
}

View File

@ -65,7 +65,6 @@ e2d::Node::Node()
, _needTransform(false)
, _autoUpdate(true)
, _positionFixed(false)
, _outline(nullptr)
, _collider(this)
, _extrapolate(Property::Origin)
{
@ -73,8 +72,6 @@ e2d::Node::Node()
e2d::Node::~Node()
{
SafeRelease(_outline);
ActionManager::getInstance()->clearAllBindedWith(this);
for (auto child : _children)
{
@ -158,7 +155,7 @@ void e2d::Node::_render()
if (_children.empty())
{
// 转换渲染器的二维矩阵
// 转换渲染器的转换矩阵
pRT->SetTransform(_finalMatri);
// 渲染自身
this->onRender();
@ -183,7 +180,7 @@ void e2d::Node::_render()
}
}
// 转换渲染器的二维矩阵
// 转换渲染器的转换矩阵
pRT->SetTransform(_finalMatri);
// 渲染自身
this->onRender();
@ -202,18 +199,14 @@ void e2d::Node::_render()
void e2d::Node::_renderOutline()
{
if (_visible)
{
if (_outline)
{
auto renderer = Renderer::getInstance();
// 获取纯色画刷
ID2D1SolidColorBrush * brush = renderer->getSolidColorBrush();
// 设置画刷颜色和透明度
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
brush->SetOpacity(1.f);
// 渲染轮廓
renderer->getRenderTarget()->DrawGeometry(_outline, brush, 1.5f);
}
renderer->getRenderTarget()->SetTransform(_finalMatri);
renderer->getRenderTarget()->DrawRectangle(
D2D1::RectF(0, 0, _width, _height),
renderer->getSolidColorBrush(),
1.5f
);
// 渲染所有子节点的轮廓
for (auto child : _children)
@ -274,29 +267,6 @@ void e2d::Node::updateTransform()
// 更新碰撞体
_collider.recreate();
// 为节点创建一个轮廓
ID2D1RectangleGeometry * rectGeo = nullptr;
ID2D1TransformedGeometry * transformedGeo = nullptr;
auto factory = Renderer::getFactory();
HRESULT hr = factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rectGeo
);
if (SUCCEEDED(hr))
{
factory->CreateTransformedGeometry(
rectGeo,
_finalMatri,
&transformedGeo
);
}
SafeRelease(rectGeo);
SafeRelease(_outline);
_outline = transformedGeo;
// 通知子节点进行转换
for (auto& child : _children)
{
@ -896,43 +866,92 @@ void e2d::Node::stopAction(const String& name)
bool e2d::Node::containsPoint(const Point& point)
{
// 更新转换矩阵
updateTransform();
if (_outline)
{
// 为节点创建一个轮廓
BOOL ret = 0;
_outline->FillContainsPoint(
ID2D1RectangleGeometry * rectGeo = nullptr;
auto factory = Renderer::getFactory();
HRESULT hr = factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rectGeo
);
if (SUCCEEDED(hr))
{
rectGeo->FillContainsPoint(
D2D1::Point2F(point.x, point.y),
D2D1::Matrix3x2F::Identity(),
_finalMatri,
&ret
);
if (ret)
{
return true;
}
}
return false;
SafeRelease(rectGeo);
return ret != 0;
}
bool e2d::Node::intersects(Node * node)
{
// 更新转换矩阵
updateTransform();
node->updateTransform();
if (_outline)
// 为节点创建轮廓
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
ID2D1RectangleGeometry *rectGeo = nullptr, *rectGeo2 = nullptr;
ID2D1TransformedGeometry *transGeo = nullptr, *transGeo2 = nullptr;
auto factory = Renderer::getFactory();
HRESULT hr = factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rectGeo
);
if (SUCCEEDED(hr))
{
hr = factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, node->_width, node->_height),
&rectGeo2
);
}
if (SUCCEEDED(hr))
{
hr = factory->CreateTransformedGeometry(
rectGeo,
_finalMatri,
&transGeo
);
}
if (SUCCEEDED(hr))
{
hr = factory->CreateTransformedGeometry(
rectGeo2,
node->_finalMatri,
&transGeo2
);
}
if (SUCCEEDED(hr))
{
D2D1_GEOMETRY_RELATION relation;
// 获取相交状态
_outline->CompareWithGeometry(
node->_outline,
transGeo->CompareWithGeometry(
transGeo2,
D2D1::Matrix3x2F::Identity(),
&relation
);
if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) &&
(relation != D2D1_GEOMETRY_RELATION_DISJOINT))
{
return true;
}
}
return false;
SafeRelease(rectGeo);
SafeRelease(rectGeo2);
SafeRelease(transGeo);
SafeRelease(transGeo2);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
}
void e2d::Node::setAutoUpdate(bool bAutoUpdate)

View File

@ -30,18 +30,6 @@ public:
bool show
);
// 打开或关闭垂直同步
// 默认:打开
void setVSyncEnabled(
bool enabled
);
// 设置帧率刷新间隔(关闭垂直同步时生效)
// 默认15
void setFrameInterval(
int interval
);
// 显示或隐藏节点轮廓
// 默认:隐藏
void setOutlineVisible(
@ -72,15 +60,9 @@ public:
// 获取声音打开状态
bool isSoundEnabled() const;
// 获取垂直同步打开状态
bool isVSyncEnabled() const;
// 获取 FPS 显示状态
bool isFpsShow() const;
// 获取帧率刷新间隔
int getFrameInterval() const;
// 获取节点轮廓显示状态
bool isOutlineVisible() const;
@ -92,12 +74,10 @@ public:
protected:
bool _showFps;
bool _vSyncEnabled;
bool _soundEnabled;
bool _outlineVisible;
bool _collisionEnabled;
bool _colliderVisible;
int _frameInterval;
String _gameName;
};
@ -155,7 +135,6 @@ private:
Time _start;
Time _now;
Time _last;
Duration _frameInterval;
static Game * _instance;
};

View File

@ -467,7 +467,6 @@ protected:
Scene * _parentScene;
Node * _parent;
Property _extrapolate;
ID2D1Geometry* _outline;
D2D1::Matrix3x2F _initialMatri;
D2D1::Matrix3x2F _finalMatri;
std::vector<Node*> _children;