Magic_Game/core/base/Game.h

125 lines
2.6 KiB
C++

// 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_;
};
}