#include "..\ebase.h" #include "..\Win\winbase.h" #include "..\emanagers.h" #include "..\enodes.h" #include "..\etransitions.h" #include #include #include #pragma comment (lib ,"imm32.lib") using namespace std::this_thread; using namespace std::chrono; // 唯一实例指针 static e2d::EApp * s_pInstance = nullptr; // 场景栈 static std::stack s_SceneStack; // 游戏开始时间 static steady_clock::time_point s_tStart; e2d::EApp::EApp() : m_bEnd(false) , m_bPaused(false) , m_bManualPaused(false) , m_bTransitional(false) , m_bTopMost(false) , m_bShowConsole(false) , m_nAnimationInterval(17LL) , m_ClearColor(EColor::BLACK) , m_pCurrentScene(nullptr) , m_pNextScene(nullptr) { ASSERT(s_pInstance == nullptr, "EApp instance already exists!"); s_pInstance = this; // 保存实例对象 CoInitialize(NULL); } e2d::EApp::~EApp() { // 释放资源 SafeReleaseInterface(&GetSolidColorBrush()); SafeReleaseInterface(&GetRenderTarget()); SafeReleaseInterface(&GetFactory()); SafeReleaseInterface(&GetImagingFactory()); SafeReleaseInterface(&GetDirectWriteFactory()); CoUninitialize(); } e2d::EApp * e2d::EApp::get() { ASSERT(s_pInstance != nullptr, "Nonexistent EApp instance."); return s_pInstance; // 获取 EApp 的唯一实例 } bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height) { return init(title, width, height, EWindowStyle()); } bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height, EWindowStyle wStyle) { HRESULT hr; // 注册窗口类 WNDCLASSEX wcex = { sizeof(WNDCLASSEX) }; wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; wcex.lpfnWndProc = EApp::WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = sizeof(LONG_PTR); wcex.hInstance = HINST_THISCOMPONENT; wcex.hbrBackground = (HBRUSH)(GetStockObject(BLACK_BRUSH)); wcex.lpszMenuName = NULL; wcex.hCursor = LoadCursor(NULL, IDI_APPLICATION); wcex.lpszClassName = L"Easy2DApp"; // 设置窗口是否有关闭按钮 if (wStyle.m_bNoClose) { wcex.style |= CS_NOCLOSE; } // 设置程序图标 if (wStyle.m_pIconID) { wcex.hIcon = (HICON)::LoadImage( GetModuleHandle(NULL), wStyle.m_pIconID, IMAGE_ICON, 0, 0, LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_DEFAULTSIZE); } RegisterClassEx(&wcex); // 因为 CreateWindow 函数使用的是像素大小,获取系统的 DPI 以使它 // 适应窗口缩放 FLOAT dpiX, dpiY; // 工厂将返回当前的系统 DPI,这个值也将用来创建窗口 GetFactory()->GetDesktopDpi(&dpiX, &dpiY); width = static_cast(ceil(width * dpiX / 96.f)); height = static_cast(ceil(height * dpiY / 96.f)); // 获取屏幕分辨率 UINT screenWidth = static_cast(GetSystemMetrics(SM_CXSCREEN)); UINT screenHeight = static_cast(GetSystemMetrics(SM_CYSCREEN)); // 当输入的窗口大小比分辨率大时,给出警告 WARN_IF(screenWidth < width || screenHeight < height, "The window is larger than screen!"); // 取最小值 width = min(width, screenWidth); height = min(height, screenHeight); // 创建窗口样式 DWORD dwStyle = WS_OVERLAPPED | WS_SYSMENU; if (!wStyle.m_bNoMiniSize) { dwStyle |= WS_MINIMIZEBOX; } // 保存窗口是否置顶显示 m_bTopMost = wStyle.m_bTopMost; // 保存窗口名称 m_sTitle = title; // 创建窗口 GetHWnd() = CreateWindow( L"Easy2DApp", m_sTitle.c_str(), dwStyle, 0, 0, width, height, NULL, NULL, HINST_THISCOMPONENT, this ); hr = GetHWnd() ? S_OK : E_FAIL; if (SUCCEEDED(hr)) { // 禁用输入法 this->setKeyboardLayoutEnable(false); // 重设客户区大小 this->setWindowSize(width, height); } else { UnregisterClass(L"E2DApp", HINST_THISCOMPONENT); } if (FAILED(hr)) { MessageBox(nullptr, L"Initialize Failed!", L"Error", MB_OK); } return SUCCEEDED(hr); } void e2d::EApp::pause() { EApp::get()->m_bManualPaused = true; } void e2d::EApp::resume() { if (isPaused()) { EApp::get()->m_bPaused = false; EApp::get()->m_bManualPaused = false; // 刷新当前时间 GetNow() = steady_clock::now(); // 重置动画和定时器 EActionManager::_resetAllActions(); ETimerManager::_resetAllTimers(); } } bool e2d::EApp::isPaused() { return s_pInstance->m_bPaused || s_pInstance->m_bManualPaused; } void e2d::EApp::showConsole(bool show /* = true */) { static FILE * stdoutstream = nullptr; static FILE * stdinstream = nullptr; static FILE * stderrstream = nullptr; EApp::get()->m_bShowConsole = show; // 查找已存在的控制台句柄 HWND hwnd = GetConsoleWindow(); // 关闭控制台 if (show) { if (hwnd) { ShowWindow(hwnd, SW_SHOWNORMAL); } else { // 显示一个新控制台 if (AllocConsole()) { freopen_s(&stdoutstream, "CONOUT$", "w+t", stdout); freopen_s(&stderrstream, "CONOUT$", "w+t", stderr); freopen_s(&stdinstream, "CONIN$", "r+t", stdin); } else { MessageBox(nullptr, L"Alloc Console Failed!", L"Error", MB_OK); } } } else { if (hwnd) { if (stdoutstream) { fclose(stdoutstream); fclose(stdinstream); fclose(stderrstream); stdoutstream = stdinstream = stderrstream = nullptr; } FreeConsole(); } } } // 运行游戏 void e2d::EApp::run() { ASSERT(GetHWnd() != nullptr, "Cannot find Game Window."); // 进入第一个场景 _enterNextScene(); // 关闭控制台 if (!m_bShowConsole) { showConsole(false); } // 显示窗口 ShowWindow(GetHWnd(), SW_SHOWNORMAL); UpdateWindow(GetHWnd()); // 设置窗口置顶 if (m_bTopMost) { SetWindowPos(GetHWnd(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE); } // 记录开始时间 s_tStart = steady_clock::now(); // 窗口消息 MSG msg; while (!m_bEnd) { // 处理窗口消息 while (PeekMessage(&msg, GetHWnd(), 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } // 执行主循环 _mainLoop(); } // 关闭控制台 EApp::showConsole(false); } void e2d::EApp::setFPS(UINT32 fps) { fps = min(max(fps, 30), 120); s_pInstance->m_nAnimationInterval = 1000 / fps; } bool e2d::EApp::onActivate() { return true; } bool e2d::EApp::onInactive() { return true; } bool e2d::EApp::onCloseWindow() { return true; } void e2d::EApp::_mainLoop() { // 挂起时长 static LONGLONG nWaitMS = 0L; // 时间间隔 static LONGLONG nInterval; // 上一帧画面绘制时间 static steady_clock::time_point tLast = steady_clock::now(); // 刷新当前时间 GetNow() = steady_clock::now(); // 计算时间间隔 nInterval = GetInterval(tLast); // 判断间隔时间是否足够 if (nInterval >= m_nAnimationInterval) { // 记录当前时间 tLast += microseconds(m_nAnimationInterval); // 游戏控制流程 _onControl(); // 刷新游戏画面 _onRender(); } else { // 计算挂起时长 nWaitMS = m_nAnimationInterval - nInterval - 1; // 挂起线程,释放 CPU 占用 if (nWaitMS > 1LL) { sleep_for(milliseconds(nWaitMS)); } } } void e2d::EApp::_onControl() { // 正在切换场景时,执行场景切换动画 if (m_bTransitional) { EActionManager::ActionProc(); // 若场景切换未结束,不执行后面的部分 if (m_bTransitional) { return; } } // 下一场景指针不为空时,切换场景 if (m_pNextScene) { // 进入下一场景 _enterNextScene(); } // 断言当前场景非空 ASSERT(m_pCurrentScene != nullptr, "Current scene NULL pointer exception."); EObjectManager::__flush(); // 刷新内存池 ETimerManager::TimerProc(); // 定时器管理器执行程序 EActionManager::ActionProc(); // 动作管理器执行程序 } void e2d::EApp::_onRender() { HRESULT hr = S_OK; // 开始绘图 GetRenderTarget()->BeginDraw(); // 使用背景色清空屏幕 GetRenderTarget()->Clear(D2D1::ColorF(m_ClearColor)); // 绘制当前场景 if (m_pCurrentScene) { m_pCurrentScene->_onRender(); } // 切换场景时,同时绘制两场景 if (m_bTransitional && m_pNextScene) { m_pNextScene->_onRender(); } // 终止绘图 hr = GetRenderTarget()->EndDraw(); // 刷新界面 UpdateWindow(GetHWnd()); if (hr == D2DERR_RECREATE_TARGET) { // 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 // 并在下一次调用时重建资源 hr = S_OK; SafeReleaseInterface(&GetRenderTarget()); } if (FAILED(hr)) { // 渲染时产生了未知的错误,退出游戏 MessageBox(GetHWnd(), L"Game rendering failed!", L"Error", MB_OK); this->quit(); } } void e2d::EApp::setWindowSize(UINT32 width, UINT32 height) { // 获取屏幕分辨率 int screenWidth = GetSystemMetrics(SM_CXSCREEN); int screenHeight = GetSystemMetrics(SM_CYSCREEN); // 获取窗口大小(包含菜单栏) tagRECT rcWindow; GetWindowRect(GetHWnd(), &rcWindow); // 获取客户区大小 tagRECT rcClient; GetClientRect(GetHWnd(), &rcClient); // 计算边框大小 width += (rcWindow.right - rcWindow.left) - (rcClient.right - rcClient.left); height += (rcWindow.bottom - rcWindow.top) - (rcClient.bottom - rcClient.top); // 修改窗口大小,并设置窗口在屏幕居中 MoveWindow(GetHWnd(), (screenWidth - width) / 2, (screenHeight - height) / 2, width, height, TRUE); } void e2d::EApp::setWindowTitle(const EString &title) { // 设置窗口标题 SetWindowText(GetHWnd(), title.c_str()); // 保存当前标题,用于修改窗口大小时恢复标题 get()->m_sTitle = title; } e2d::EString e2d::EApp::getTitle() { return get()->m_sTitle; } float e2d::EApp::getWidth() { return GetRenderTarget()->GetSize().width; } float e2d::EApp::getHeight() { return GetRenderTarget()->GetSize().height; } e2d::ESize e2d::EApp::getSize() { return ESize(GetRenderTarget()->GetSize().width, GetRenderTarget()->GetSize().height); } void e2d::EApp::enterScene(EScene * scene, bool saveCurrentScene /* = true */) { enterScene(scene, nullptr, saveCurrentScene); } void e2d::EApp::enterScene(EScene * scene, ETransition * transition, bool saveCurrentScene /* = true */) { scene->retain(); // 保存下一场景的指针 get()->m_pNextScene = scene; // 切换场景时,是否保存当前场景 if (get()->m_pCurrentScene) { get()->m_pCurrentScene->m_bWillSave = saveCurrentScene; } // 设置切换场景动画 if (transition) { get()->m_bTransitional = true; transition->_setTarget( get()->m_pCurrentScene, get()->m_pNextScene, get()->m_bTransitional ); } else { get()->m_bTransitional = false; } } void e2d::EApp::backScene(ETransition * transition /* = nullptr */) { // 栈为空时,调用返回场景函数失败 WARN_IF(s_SceneStack.size() == 0, "Scene stack now is empty!"); if (s_SceneStack.size() == 0) return; // 从栈顶取出场景指针,作为下一场景 get()->m_pNextScene = s_SceneStack.top(); s_SceneStack.pop(); // 返回上一场景时,不保存当前场景 if (get()->m_pCurrentScene) { get()->m_pCurrentScene->m_bWillSave = false; } // 设置切换场景动画 if (transition) { get()->m_bTransitional = true; transition->_setTarget( get()->m_pCurrentScene, get()->m_pNextScene, get()->m_bTransitional ); } else { // 把这个变量赋为 false,场景将在下一帧画面 // 进行切换 get()->m_bTransitional = false; } } void e2d::EApp::clearScene() { // 清空场景栈 while (s_SceneStack.size()) { auto temp = s_SceneStack.top(); SafeRelease(&temp); s_SceneStack.pop(); } } e2d::EScene * e2d::EApp::getCurrentScene() { return get()->m_pCurrentScene; } void e2d::EApp::setAppName(const EString &appname) { get()->m_sAppName = appname; } e2d::EString e2d::EApp::getAppName() { if (get()->m_sAppName.empty()) get()->m_sAppName = get()->m_sTitle; return get()->m_sAppName; } void e2d::EApp::setBkColor(UINT32 color) { get()->m_ClearColor = color; } void e2d::EApp::setKeyboardLayoutEnable(bool value) { static HIMC hImc = NULL; if (value) { if (hImc != NULL) { ImmAssociateContext(GetHWnd(), hImc); hImc = NULL; } } else { if (hImc == NULL) { hImc = ImmAssociateContext(GetHWnd(), NULL); } } } HWND e2d::EApp::getHWnd() { return GetHWnd(); } LONGLONG e2d::EApp::getTotalDurationFromStart() { return GetInterval(s_tStart); } void e2d::EApp::hideWindow() { ShowWindow(GetHWnd(), SW_HIDE); } void e2d::EApp::showWindow() { ShowWindow(GetHWnd(), SW_SHOWNORMAL); } void e2d::EApp::quit() { // 这个变量将控制游戏是否结束 get()->m_bEnd = true; } void e2d::EApp::end() { EApp::quit(); } void e2d::EApp::_enterNextScene() { if (m_pNextScene == nullptr) return; // 执行当前场景的 onCloseWindow 函数 if (m_pCurrentScene) { m_pCurrentScene->onExit(); if (m_pCurrentScene->m_bWillSave) { // 若要保存当前场景,把它放入栈中 s_SceneStack.push(m_pCurrentScene); } else { SafeRelease(&m_pCurrentScene); } } // 执行下一场景的 onEnter 函数 m_pNextScene->onEnter(); m_pCurrentScene = m_pNextScene; // 切换场景 m_pNextScene = nullptr; // 下一场景置空 } LRESULT e2d::EApp::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { // 处理窗口消息 LRESULT result = 0; e2d::EApp *pEApp = EApp::get(); if (pEApp) { switch (message) { // 处理鼠标消息 case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_MOUSEMOVE: case WM_MOUSEWHEEL: { // 执行场景切换时屏蔽按键和鼠标消息 if (!pEApp->m_bTransitional && !pEApp->m_pNextScene) { EMsgManager::MouseProc(message, wParam, lParam); } } result = 0; break; // 处理按键消息 case WM_KEYDOWN: case WM_KEYUP: { // 执行场景切换时屏蔽按键和鼠标消息 if (!pEApp->m_bTransitional && !pEApp->m_pNextScene) { EMsgManager::KeyboardProc(message, wParam, lParam); } } result = 0; break; // 处理窗口大小变化消息 case WM_SIZE: { UINT width = LOWORD(lParam); UINT height = HIWORD(lParam); // 如果程序接收到一个 WM_SIZE 消息,这个方法将调整渲染 // 目标适当。它可能会调用失败,但是这里可以忽略有可能的 // 错误,因为这个错误将在下一次调用 EndDraw 时产生 GetRenderTarget()->Resize(D2D1::SizeU(width, height)); } break; // 处理分辨率变化消息 case WM_DISPLAYCHANGE: { // 重绘客户区 InvalidateRect(hWnd, NULL, FALSE); } result = 0; break; // 重绘窗口 case WM_PAINT: { pEApp->_onRender(); ValidateRect(hWnd, NULL); } result = 0; break; // 窗口激活消息 case WM_ACTIVATE: { if (LOWORD(wParam) == WA_INACTIVE) { if (pEApp->getCurrentScene() && pEApp->getCurrentScene()->onInactive() && pEApp->onInactive()) { pEApp->m_bPaused = true; } } else { if (pEApp->getCurrentScene() && pEApp->getCurrentScene()->onActivate() && pEApp->onActivate()) { EApp::get()->m_bPaused = false; // 刷新当前时间 GetNow() = steady_clock::now(); // 重置动画和定时器 EActionManager::_resetAllActions(); ETimerManager::_resetAllTimers(); } } } result = 1; break; // 窗口关闭消息 case WM_CLOSE: { if (!pEApp->getCurrentScene()) { if (pEApp->onCloseWindow()) { DestroyWindow(hWnd); } } else { if (pEApp->getCurrentScene()->onCloseWindow() && pEApp->onCloseWindow()) { DestroyWindow(hWnd); } } } result = 1; break; // 窗口被销毁 case WM_DESTROY: { // 退出程序 pEApp->quit(); // 发送退出消息 PostQuitMessage(0); } result = 1; break; default: result = DefWindowProc(hWnd, message, wParam, lParam); } } return result; }