Magic_Game/core/base/Game.cpp

299 lines
6.0 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// 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 "Scene.h"
#include "Transition.h"
#include "Image.h"
#include "../utils/Player.h"
#include "../math/Matrix.hpp"
#include "render.h"
#include "input.h"
#include "audio.h"
#include "modules.h"
#include <thread>
namespace easy2d
{
Game::Game()
: quit_(true)
, curr_scene_(nullptr)
, next_scene_(nullptr)
, transition_(nullptr)
, debug_enabled_(false)
, initialized_(false)
{
::CoInitialize(nullptr);
}
Game::Game(Options const & options)
: Game()
{
Init(options);
}
Game::~Game()
{
::CoUninitialize();
}
void Game::Init(const Options& options)
{
if (initialized_)
return;
debug_enabled_ = options.debug;
Window::Instance().Init(options.title, options.width, options.height, options.icon, debug_enabled_);
devices::Graphics::Instance().Init(Window::Instance().GetHandle(), debug_enabled_);
devices::Input::Instance().Init(debug_enabled_);
devices::Audio::Instance().Init(debug_enabled_);
HWND console = ::GetConsoleWindow();
if (debug_enabled_)
{
if (console == nullptr)
{
// <20><>ʾһ<CABE><D2BB><EFBFBD>¿<EFBFBD><C2BF><EFBFBD>̨
if (::AllocConsole())
{
console = ::GetConsoleWindow();
// <20>ض<EFBFBD><D8B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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);
// <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>̨<EFBFBD>رհ<D8B1>ť
HMENU hmenu = ::GetSystemMenu(console, FALSE);
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
}
}
}
else
{
if (console)
{
::ShowWindow(console, SW_HIDE);
}
}
::SetWindowLongPtrW(
Window::Instance().GetHandle(),
GWLP_USERDATA,
PtrToUlong(this)
);
initialized_ = true;
}
void Game::Run()
{
quit_ = false;
if (next_scene_)
{
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
const auto& window = Window::Instance();
::ShowWindow(window.GetHandle(), SW_SHOWNORMAL);
::UpdateWindow(window.GetHandle());
const int64_t min_interval = 5;
auto last = time::Now();
MSG msg = {};
while (!quit_)
{
auto now = time::Now();
auto dur = now - last;
if (dur.Milliseconds() > min_interval)
{
const auto dt = now - last;
last = now;
devices::Input::Instance().Update(
window.GetHandle(),
window.GetContentScaleX(),
window.GetContentScaleY()
);
UpdateScene(dt);
DrawScene();
while (::PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
}
else
{
// ID2D1HwndRenderTarget <20><><EFBFBD><EFBFBD><EFBFBD>˴<EFBFBD>ֱͬ<D6B1><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦʱ<C8BE><CAB1><EFBFBD>ȴ<EFBFBD><C8B4><EFBFBD>ʾ<EFBFBD><CABE>ˢ<EFBFBD>£<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˷dz<CBB7><C7B3>ȶ<EFBFBD><C8B6><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD>ã<EFBFBD><C3A3><EFBFBD><EFBFBD>Դ󲿷<D4B4>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߳̽<DFB3><CCBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
// <20><><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һЩ<D2BB><D0A9><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><E7B4B0><EFBFBD><EFBFBD>С<EFBFBD><D0A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̣߳<DFB3><CCA3><EFBFBD>ֹռ<D6B9>ù<EFBFBD><C3B9><EFBFBD> CPU <20><>
int64_t wait = min_interval - dur.Milliseconds();
if (wait > 1LL)
{
std::this_thread::sleep_for(std::chrono::milliseconds(wait));
}
}
}
}
void Game::Quit()
{
quit_ = true;
}
bool Game::EnterScene(spScene const & scene)
{
if (!scene)
{
E2D_WARNING("Next scene is null pointer!");
return false;
}
if (curr_scene_ == scene ||
next_scene_ == scene)
return false;
next_scene_ = scene;
return true;
}
bool Game::EnterScene(spScene const& scene, spTransition const& transition)
{
if (!EnterScene(scene))
return false;
if (transition)
{
if (transition_)
{
transition_->Stop();
}
transition_ = transition;
transition_->Init(curr_scene_, next_scene_);
}
return true;
}
spScene const& Game::GetCurrentScene()
{
return curr_scene_;
}
void Game::UpdateScene(Duration const& dt)
{
if (curr_scene_)
{
curr_scene_->Update(dt);
}
if (next_scene_)
{
next_scene_->Update(dt);
}
if (transition_)
{
transition_->Update(dt);
if (transition_->IsDone())
{
transition_ = nullptr;
}
else
{
return;
}
}
if (next_scene_)
{
if (curr_scene_)
{
curr_scene_->OnExit();
}
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
}
void Game::Dispatch(MouseEvent const & e)
{
if (transition_)
return;
if (curr_scene_)
curr_scene_->Dispatch(e, false);
}
void Game::Dispatch(KeyEvent const & e)
{
if (transition_)
return;
if (curr_scene_)
curr_scene_->Dispatch(e, false);
}
void Game::DrawScene()
{
auto& graphics = devices::Graphics::Instance();
graphics.BeginDraw(Window::Instance().GetHandle());
if (transition_)
{
transition_->Draw();
}
else if (curr_scene_)
{
curr_scene_->Visit();
}
if (debug_enabled_)
{
if (curr_scene_)
{
graphics.SetTransform(math::Matrix());
graphics.SetBrushOpacity(1.f);
curr_scene_->DrawBorder();
}
if (next_scene_)
{
graphics.SetTransform(math::Matrix());
graphics.SetBrushOpacity(1.f);
next_scene_->DrawBorder();
}
graphics.DrawDebugInfo();
}
graphics.EndDraw();
}
}