// 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 "Game.h" #include "logs.h" #include "modules.h" #include "Factory.h" #include "Scene.h" #include "DebugNode.h" #include "Transition.h" #include "KeyEvent.hpp" #include "MouseEvent.hpp" #include "../math/Matrix.hpp" #include #include #pragma comment (lib ,"imm32.lib") namespace easy2d { Game::Game() : active_(false) , debug_(false) , curr_scene_(nullptr) , next_scene_(nullptr) , transition_(nullptr) , time_scale_(1.f) { ::CoInitialize(nullptr); } Game::Game(Options const & options) : Game() { Init(options); } Game::~Game() { ::CoUninitialize(); } void Game::Init(const Options& options) { debug_ = options.debug; ThrowIfFailed( Factory::Instance()->Init(debug_) ); ThrowIfFailed( Window::Instance()->Init( options.title, options.width, options.height, options.icon, Game::WndProc, debug_ ) ); HWND hwnd = Window::Instance()->GetHandle(); ThrowIfFailed( Graphics::Instance()->Init( hwnd, options.vsync, debug_ ) ); ThrowIfFailed( Input::Instance()->Init( hwnd, Window::Instance()->GetContentScaleX(), Window::Instance()->GetContentScaleY(), debug_ ) ); ThrowIfFailed( Audio::Instance()->Init(debug_) ); // 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 Game instance in message loop ::SetWindowLongW(hwnd, GWLP_USERDATA, PtrToUlong(this)); } void Game::Run() { HWND hwnd = Window::Instance()->GetHandle(); if (hwnd) { ::ShowWindow(hwnd, SW_SHOWNORMAL); ::UpdateWindow(hwnd); MSG msg = {}; while (::GetMessageW(&msg, nullptr, 0, 0)) { ::TranslateMessage(&msg); ::DispatchMessageW(&msg); } } } void Game::Quit() { Window::Instance()->Destroy(); } void Game::EnterScene(SpScene const & scene) { E2D_ASSERT(scene && "Game::EnterScene failed, NULL pointer exception"); if (curr_scene_ == scene || next_scene_ == scene) return; next_scene_ = scene; } void Game::EnterScene(SpScene const& scene, SpTransition const& transition) { EnterScene(scene); if (transition && next_scene_) { if (transition_) { transition_->Stop(); } transition_ = transition; transition_->Init(curr_scene_, next_scene_); } } SpScene const& Game::GetCurrentScene() { return curr_scene_; } void Game::SetTimeScale(float scale) { time_scale_ = scale; } void Game::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 Game::Render(HWND hwnd) { auto graphics = Graphics::Instance(); ThrowIfFailed( graphics->BeginDraw(hwnd) ); if (transition_) { transition_->Render(); } else if (curr_scene_) { curr_scene_->Render(); } if (debug_) DebugNode::Instance()->Render(); ThrowIfFailed( graphics->EndDraw() ); if (active_) ::InvalidateRect(hwnd, NULL, FALSE); } bool Game::HandleMessage(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { bool unhandled = false; switch (msg) { case WM_PAINT: { PAINTSTRUCT ps; ::BeginPaint(hwnd, &ps); Update(); Render(hwnd); ::EndPaint(hwnd, &ps); } 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: { float x = GET_X_LPARAM(lparam) * Window::Instance()->GetContentScaleX(); float y = GET_Y_LPARAM(lparam) * Window::Instance()->GetContentScaleY(); float wheel_delta = 0.f; MouseEvent::Type type; if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN) type = MouseEvent::Down; else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP) type = MouseEvent::Up; else if (msg == WM_MOUSEMOVE) type = MouseEvent::Move; else { type = MouseEvent::Wheel; wheel_delta = GET_WHEEL_DELTA_WPARAM(wparam) / 120.f; } MouseEvent event(type, x, y, wheel_delta); if (wparam & MK_LBUTTON || wparam & MK_RBUTTON) event.button_down = true; Dispatch(&event); } break; case WM_KEYDOWN: case WM_KEYUP: { KeyEvent event(msg, KeyCode(wparam)); Dispatch(&event); } break; case WM_DISPLAYCHANGE: { E2D_LOG("The display resolution has changed"); ::InvalidateRect(hwnd, nullptr, FALSE); } break; case WM_CLOSE: { E2D_LOG("Received a message to close the window"); SysEvent event(SysEvent::WindowClose); Dispatch(&event); if (OnClose()) { ::DestroyWindow(hwnd); } } break; case WM_DESTROY: { E2D_LOG("Window was destroyed"); OnExit(); ::PostQuitMessage(0); } break; case WM_SIZE: { if (SIZE_MAXHIDE == wparam || SIZE_MINIMIZED == wparam) { active_ = false; E2D_LOG("Window minimized"); } else if (SIZE_RESTORED == wparam) { active_ = true; ::InvalidateRect(hwnd, nullptr, FALSE); E2D_LOG("Window restored"); } 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 Graphics::Instance()->Resize(width, height); } unhandled = true; break; case WM_ACTIVATE: { if (WA_INACTIVE == wparam) { E2D_LOG("Window deactivated"); SysEvent event(SysEvent::WindowDeavtivate); Dispatch(&event); } else { E2D_LOG("Window activated"); SysEvent event(SysEvent::WindowActivate); Dispatch(&event); } } unhandled = true; break; case WM_SETTEXT: { E2D_LOG("Window title changed"); } unhandled = true; break; case WM_SETICON: { E2D_LOG("Window icon changed"); } unhandled = true; break; default: unhandled = true; break; } return !unhandled; } void Game::Dispatch(Event * event) { if (transition_) return; if (curr_scene_) curr_scene_->DispatchEvent(event); } LRESULT CALLBACK Game::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam) { Game * game = reinterpret_cast( static_cast(::GetWindowLongW(hwnd, GWLP_USERDATA)) ); if (game && game->HandleMessage(hwnd, msg, wparam, lparam)) return 0; return ::DefWindowProcW(hwnd, msg, wparam, lparam); } }