// 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 "include-forwards.h" #include "time.h" #include "window.h" #include "render.h" #include "input.h" #include "audio.h" #include "Event.hpp" namespace easy2d { struct Options { std::wstring title; // 标题 int width; // 宽度 int height; // 高度 LPCWSTR icon; // 图标 bool vsync; // 垂直同步 bool debug; // 调试模式 Options() : title(L"Easy2D Game") , width(640) , height(480) , icon(nullptr) , vsync(true) , debug(false) {} }; class Game : protected Noncopyable { public: Game(); Game( Options const& options ); virtual ~Game(); // 退出游戏 virtual void OnExit() {} // 窗口关闭 virtual bool OnClose() { return true; } // 初始化 void Init( Options const& options ); // 运行 void Run(); // 结束 void Quit(); // 切换场景 void EnterScene( spScene const& scene /* 场景 */ ); // 切换场景 void EnterScene( spScene const& scene, /* 场景 */ spTransition const& transition /* 场景动画 */ ); // 获取当前场景 spScene const& GetCurrentScene(); // 设置变速 void SetTimeScale(float scale); private: void Render(HWND); void Update(); bool HandleMessage( HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam ); void Dispatch( Event* event ); static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); private: bool debug_; bool active_; float time_scale_; spScene curr_scene_; spScene next_scene_; spTransition transition_; }; }