125 lines
2.6 KiB
C++
125 lines
2.6 KiB
C++
// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "include-forwards.h"
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#include "time.h"
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#include "window.h"
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#include "render.h"
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#include "input.h"
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#include "audio.h"
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#include "Event.hpp"
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namespace easy2d
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{
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struct Options
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{
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std::wstring title; // 标题
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int width; // 宽度
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int height; // 高度
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LPCWSTR icon; // 图标
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bool vsync; // 垂直同步
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bool debug; // 调试模式
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Options()
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: title(L"Easy2D Game")
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, width(640)
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, height(480)
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, icon(nullptr)
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, vsync(true)
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, debug(false)
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{}
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};
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class Game
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: protected Noncopyable
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{
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public:
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Game();
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Game(
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Options const& options
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);
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virtual ~Game();
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// 退出游戏
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virtual void OnExit() {}
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// 窗口关闭
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virtual bool OnClose() { return true; }
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// 初始化
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void Init(
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Options const& options
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);
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// 运行
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void Run();
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// 结束
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void Quit();
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// 切换场景
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void EnterScene(
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SpScene const& scene /* 场景 */
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);
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// 切换场景
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void EnterScene(
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SpScene const& scene, /* 场景 */
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SpTransition const& transition /* 场景动画 */
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);
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// 获取当前场景
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SpScene const& GetCurrentScene();
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// 设置变速
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void SetTimeScale(float scale);
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private:
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void Render(HWND);
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void Update();
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bool HandleMessage(
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HWND hwnd,
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UINT msg,
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WPARAM wparam,
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LPARAM lparam
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);
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void Dispatch(
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Event* event
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);
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static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
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private:
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bool debug_;
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bool active_;
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float time_scale_;
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SpScene curr_scene_;
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SpScene next_scene_;
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SpTransition transition_;
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};
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}
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