// 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. #pragma once #include "base.h" #include "window.h" namespace easy2d { class Scene; class Transition; struct Options { String title; /* 标题 */ int width; /* 宽度 */ int height; /* 高度 */ LPCWSTR icon; /* 图标 */ bool debug; /* 调试模式 */ Options() : title(L"Easy2D Game") , width(640) , height(480) , icon(nullptr) , debug(false) {} }; class Game { E2D_DISABLE_COPY(Game); public: Game(); virtual ~Game(); // 更新时 virtual void OnUpdate(float dt) {} // 退出时 virtual void OnExit() {} // 窗口关闭时 // 返回值:返回 false 将阻止窗口关闭 virtual bool OnClose() { return true; } // 初始化 void Initialize( const Options& options /* 属性 */ ); // 运行 void Run(); // 结束 void Quit(); // 切换场景 void EnterScene( Scene * scene, /* 场景 */ Transition * transition = nullptr /* 场景动画 */ ); // 获取当前场景 Scene * GetCurrentScene(); // 是否正在进行场景过渡 bool IsTransitioning() const; // 渲染场景画面 void DrawScene(); // 更新场景 void UpdateScene( float dt ); private: bool debug_mode_; bool quit_; Scene* curr_scene_; Scene* next_scene_; Transition* transition_; }; }