Magic_Game/core/Base/Game.cpp

283 lines
4.4 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dnode.h"
#include "..\e2dtransition.h"
#include "..\e2dmanager.h"
#include "..\e2dtool.h"
#include <thread>
e2d::Game * e2d::Game::_instance = nullptr;
e2d::Game * e2d::Game::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) Game;
return _instance;
}
void e2d::Game::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
e2d::Game::Game()
: _quit(true)
, _paused(false)
, _currScene(nullptr)
, _nextScene(nullptr)
, _transition(nullptr)
, _scenes()
{
::CoInitialize(nullptr);
_window = Window::getInstance();
_input = Input::getInstance();
_renderer = Renderer::getInstance();
_timer = Timer::getInstance();
_actionManager = ActionManager::getInstance();
}
e2d::Game::~Game()
{
::CoUninitialize();
}
void e2d::Game::start()
{
_quit = false;
const int minInterval = 5;
Time last = Time::now();
HWND hWnd = _window->getHWnd();
::ShowWindow(hWnd, SW_SHOWNORMAL);
::UpdateWindow(hWnd);
_window->poll();
updateScene();
while (!_quit)
{
auto now = Time::now();
auto dur = now - last;
if (dur.milliseconds() > minInterval)
{
last = now;
_input->update();
if (!_paused)
{
_timer->update();
_actionManager->update();
updateScene();
}
drawScene();
_window->poll();
GC::getInstance()->flush();
}
else
{
// ID2D1HwndRenderTarget 开启了垂直同步,在渲染时会等待显示器刷新,
// 它起到了非常稳定的延时作用,所以大部分时候不需要手动挂起线程进行延时。
// 下面的代码仅在一些情况下(例如窗口最小化时)挂起线程,防止占用过高 CPU 。
int wait = minInterval - dur.milliseconds();
if (wait > 1)
{
std::this_thread::sleep_for(std::chrono::milliseconds(wait));
}
}
}
}
void e2d::Game::pause()
{
_paused = true;
}
void e2d::Game::resume()
{
if (_paused && !_quit)
{
_timer->updateTime();
_actionManager->updateTime();
}
_paused = false;
}
bool e2d::Game::isPaused()
{
return _paused;
}
void e2d::Game::quit()
{
_quit = true;
}
void e2d::Game::pushScene(Scene * scene, bool saveCurrentScene)
{
if (!scene)
return;
// 保存下一场景的指针
if (_nextScene) _nextScene->release();
_nextScene = scene;
_nextScene->retain();
if (saveCurrentScene && _currScene)
{
_scenes.push(_currScene);
}
}
void e2d::Game::pushScene(Transition * transition, bool saveCurrentScene)
{
if (!transition)
return;
pushScene(transition->_inScene, saveCurrentScene);
if (_transition)
{
_transition->_stop();
_transition->release();
}
_transition = transition;
_transition->retain();
// 初始化场景切换动画
if (!_transition->_init(this, _currScene))
{
WARN("Transition initialize failed!");
_transition->release();
_transition = nullptr;
}
}
e2d::Scene* e2d::Game::popScene()
{
// 栈为空时,调用返回场景函数失败
if (_scenes.size() == 0)
{
WARN("Scene stack is empty!");
return nullptr;
}
_nextScene = _scenes.top();
_nextScene->release();
_scenes.pop();
return _nextScene;
}
e2d::Scene * e2d::Game::popScene(Transition * transition)
{
if (!transition)
return nullptr;
auto scene = popScene();
if (scene)
{
if (_transition)
{
_transition->_stop();
_transition->release();
}
_transition = transition;
_transition->retain();
_transition->_inScene = scene;
_transition->_inScene->retain();
// 初始化场景切换动画
if (!_transition->_init(this, _currScene))
{
WARN("Transition initialize failed!");
_transition->release();
_transition = nullptr;
}
}
return scene;
}
void e2d::Game::clearAllScenes()
{
while (!_scenes.empty())
{
_scenes.top()->release();
_scenes.pop();
}
}
e2d::Scene * e2d::Game::getCurrentScene()
{
return _currScene;
}
const std::stack<e2d::Scene*>& e2d::Game::getSceneStack()
{
return _scenes;
}
bool e2d::Game::isTransitioning() const
{
return _transition != nullptr;
}
void e2d::Game::updateScene()
{
if (_transition)
{
_transition->_update();
if (_transition->isDone())
{
_transition->release();
_transition = nullptr;
}
else
{
return;
}
}
if (_nextScene)
{
if (_currScene)
{
_currScene->onExit();
if (_scenes.empty() || _scenes.top() != _currScene)
{
_currScene->release();
}
}
_nextScene->onEnter();
_currScene = _nextScene;
_nextScene = nullptr;
}
}
void e2d::Game::drawScene()
{
_renderer->beginDraw();
{
if (_transition)
{
_transition->_render();
}
else if (_currScene)
{
_currScene->visit();
}
}
_renderer->endDraw();
}