// Copyright (c) 2016-2018 Easy2D - Nomango // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #include "Application.h" #include "logs.h" #include "modules.h" #include "Factory.h" #include "Event.hpp" #include "Scene.h" #include "DebugNode.h" #include "Transition.h" #include #include #include #pragma comment (lib ,"imm32.lib") namespace easy2d { Application::Application(String const& app_name) : debug_(false) , curr_scene_(nullptr) , next_scene_(nullptr) , transition_(nullptr) , time_scale_(1.f) , app_name_(app_name) { ::CoInitialize(nullptr); } Application::~Application() { ::CoUninitialize(); } void Application::Init(const Options& options) { debug_ = options.debug; ThrowIfFailed( Factory::Instance()->Init(debug_) ); ThrowIfFailed( Window::Instance()->Init( options.title, options.width, options.height, options.icon, options.fullscreen, Application::WndProc, debug_ ) ); HWND hwnd = Window::Instance()->GetHandle(); ThrowIfFailed( RenderSystem::Instance()->Init( hwnd, options.vsync, debug_ ) ); ThrowIfFailed( Input::Instance()->Init( hwnd, Window::Instance()->GetContentScaleX(), Window::Instance()->GetContentScaleY(), debug_ ) ); ThrowIfFailed( Audio::Instance()->Init(debug_) ); Setup(); // disable imm ::ImmAssociateContext(hwnd, nullptr); // show console if debug mode enabled HWND console = ::GetConsoleWindow(); if (debug_ && !console) { if (::AllocConsole()) { console = ::GetConsoleWindow(); FILE * stdoutStream, *stdinStream, *stderrStream; freopen_s(&stdoutStream, "conout$", "w+t", stdout); freopen_s(&stdinStream, "conin$", "r+t", stdin); freopen_s(&stderrStream, "conout$", "w+t", stderr); } } else if (!debug_ && console) { ::ShowWindow(console, SW_HIDE); } // disable the close button of console if (console) { HMENU hmenu = ::GetSystemMenu(console, FALSE); ::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND); } // use Application instance in message loop ::SetWindowLongPtr(hwnd, GWLP_USERDATA, PtrToUlong(this)); } void Application::Run() { HWND hwnd = Window::Instance()->GetHandle(); if (hwnd) { Window::Instance()->Prepare(); MSG msg = {}; while (::GetMessageW(&msg, nullptr, 0, 0)) { ::TranslateMessage(&msg); ::DispatchMessageW(&msg); } } } void Application::Quit() { Window::Instance()->Destroy(); } void Application::EnterScene(ScenePtr const & scene) { E2D_ASSERT(scene && "Application::EnterScene failed, NULL pointer exception"); if (curr_scene_ == scene || next_scene_ == scene) return; next_scene_ = scene; } void Application::EnterScene(ScenePtr const& scene, TransitionPtr const& transition) { EnterScene(scene); if (transition && next_scene_) { if (transition_) { transition_->Stop(); } transition_ = transition; transition_->Init(curr_scene_, next_scene_); } } ScenePtr const& Application::GetCurrentScene() { return curr_scene_; } void Application::SetTimeScale(float scale) { time_scale_ = scale; } void Application::Update() { static auto last = time::Now(); const auto now = time::Now(); const auto dt = (now - last) * time_scale_; last = now; Input::Instance()->Update(); if (transition_) { transition_->Update(dt); if (transition_->IsDone()) transition_ = nullptr; } if (next_scene_ && !transition_) { if (curr_scene_) { curr_scene_->OnExit(); } next_scene_->OnEnter(); curr_scene_ = next_scene_; next_scene_ = nullptr; } if (curr_scene_) curr_scene_->Update(dt); if (next_scene_) next_scene_->Update(dt); if (debug_) DebugNode::Instance()->Update(dt); } void Application::Render(HWND hwnd) { auto rt = RenderSystem::Instance(); ThrowIfFailed( rt->BeginDraw(hwnd) ); if (transition_) { transition_->Render(); } else if (curr_scene_) { curr_scene_->Render(); } if (debug_) DebugNode::Instance()->Render(); ThrowIfFailed( rt->EndDraw() ); ::InvalidateRect(hwnd, NULL, FALSE); } LRESULT CALLBACK Application::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { Application * app = reinterpret_cast(::GetWindowLongW(hwnd, GWLP_USERDATA)); if (!app) return ::DefWindowProcW(hwnd, msg, wparam, lparam); switch (msg) { case WM_PAINT: { app->Update(); app->Render(hwnd); return 0; } break; case WM_KEYDOWN: case WM_KEYUP: { if (!app->transition_ && app->curr_scene_) { Event evt((msg == WM_KEYDOWN) ? KeyboardEvent::Down : KeyboardEvent::Up); evt.key.code = KeyCode(wparam); evt.key.count = static_cast(lparam & 0xFF); app->curr_scene_->Dispatch(evt); } } break; 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: { if (!app->transition_ && app->curr_scene_) { Event evt; evt.mouse.x = GET_X_LPARAM(lparam) * Window::Instance()->GetContentScaleX(); evt.mouse.y = GET_Y_LPARAM(lparam) * Window::Instance()->GetContentScaleY(); evt.mouse.left_btn_down = !!(wparam & MK_LBUTTON); evt.mouse.left_btn_down = !!(wparam & MK_RBUTTON); if (msg == WM_MOUSEMOVE) evt.type = MouseEvent::Move; else if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN || msg == WM_MBUTTONDOWN) evt.type = MouseEvent::Down; else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP || msg == WM_MBUTTONUP) evt.type = MouseEvent::Up; else { evt.type = MouseEvent::Wheel; evt.mouse.wheel_delta = GET_WHEEL_DELTA_WPARAM(wparam) / 120.f; } if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONUP) evt.mouse.button = MouseButton::Left; else if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONUP) evt.mouse.button = MouseButton::Right; else if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONUP) evt.mouse.button = MouseButton::Middle; app->curr_scene_->Dispatch(evt); } } break; 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 // 目标的大小。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 RenderSystem::Instance()->Resize(width, height); if (SIZE_MAXHIDE == wparam || SIZE_MINIMIZED == wparam) { E2D_LOG(L"Window minimized"); } else { E2D_LOG(L"Window resized"); if (app->curr_scene_) { Event evt(WindowEvent::Resized); evt.win.width = static_cast(width); evt.win.height = static_cast(height); app->curr_scene_->Dispatch(evt); } Window::Instance()->UpdateWindowRect(); } } break; case WM_MOVE: { if (app->curr_scene_) { int x = (int)(short)LOWORD(lparam); int y = (int)(short)HIWORD(lparam); Event evt(WindowEvent::Moved); evt.win.x = x; evt.win.y = y; app->curr_scene_->Dispatch(evt); } } break; case WM_ACTIVATE: { bool active = (LOWORD(wparam) != WA_INACTIVE); E2D_LOG(active ? L"Window activated" : L"Window deactivated"); Window::Instance()->SetActive(active); if (app->curr_scene_) { Event evt(WindowEvent::FocusChanged); evt.win.focus = active; app->curr_scene_->Dispatch(evt); } } break; case WM_SETTEXT: { E2D_LOG(L"Window title changed"); if (app->curr_scene_) { Event evt(WindowEvent::TitleChanged); evt.win.title = reinterpret_cast(lparam); app->curr_scene_->Dispatch(evt); } } break; case WM_SETICON: { E2D_LOG(L"Window icon changed"); } break; case WM_DISPLAYCHANGE: { E2D_LOG(L"The display resolution has changed"); ::InvalidateRect(hwnd, nullptr, FALSE); } break; case WM_CLOSE: { Window::Instance()->Destroy(); return 0; } break; case WM_DESTROY: { E2D_LOG(L"Window was destroyed"); if (app->curr_scene_) { Event evt(WindowEvent::Closed); app->curr_scene_->Dispatch(evt); } ::PostQuitMessage(0); return 0; } break; } return ::DefWindowProcW(hwnd, msg, wparam, lparam); } }