300 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			300 lines
		
	
	
		
			6.1 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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#include "Game.h"
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#include "Scene.h"
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#include "Transition.h"
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#include "Image.h"
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#include "../utils/Player.h"
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#include "../math/Matrix.hpp"
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#include "logs.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 "modules.h"
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#include <thread>
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namespace easy2d
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{
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	Game::Game()
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		: quit_(true)
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		, curr_scene_(nullptr)
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		, next_scene_(nullptr)
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		, transition_(nullptr)
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		, debug_enabled_(false)
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		, initialized_(false)
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	{
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		::CoInitialize(nullptr);
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	}
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	Game::Game(Options const & options)
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		: Game()
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	{
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		Init(options);
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	}
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	Game::~Game()
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	{
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		::CoUninitialize();
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	}
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	void Game::Init(const Options& options)
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	{
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		if (initialized_)
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			return;
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		debug_enabled_ = options.debug;
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		Window::Instance()->Init(options.title, options.width, options.height, options.icon, debug_enabled_);
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		devices::Graphics::Instance()->Init(Window::Instance()->GetHandle(), debug_enabled_);
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		devices::Input::Instance()->Init(debug_enabled_);
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		devices::Audio::Instance()->Init(debug_enabled_);
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		HWND console = ::GetConsoleWindow();
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		if (debug_enabled_)
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		{
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			if (console == nullptr)
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			{
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				// <20><>ʾһ<CABE><D2BB><EFBFBD>¿<EFBFBD><C2BF><EFBFBD>̨
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				if (::AllocConsole())
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				{
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					console = ::GetConsoleWindow();
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					// <20>ض<EFBFBD><D8B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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					FILE * stdoutStream, *stdinStream, *stderrStream;
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					freopen_s(&stdoutStream, "conout$", "w+t", stdout);
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					freopen_s(&stdinStream, "conin$", "r+t", stdin);
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					freopen_s(&stderrStream, "conout$", "w+t", stderr);
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					// <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>̨<EFBFBD>رհ<D8B1>ť
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					HMENU hmenu = ::GetSystemMenu(console, FALSE);
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					::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
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				}
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			}
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		}
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		else
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		{
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			if (console)
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			{
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				::ShowWindow(console, SW_HIDE);
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			}
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		}
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		::SetWindowLongPtrW(
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			Window::Instance()->GetHandle(),
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			GWLP_USERDATA,
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			PtrToUlong(this)
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		);
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		initialized_ = true;
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	}
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	void Game::Run()
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	{
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		quit_ = false;
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		if (next_scene_)
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		{
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			next_scene_->OnEnter();
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			curr_scene_ = next_scene_;
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			next_scene_ = nullptr;
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		}
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		const auto window = Window::Instance();
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		::ShowWindow(window->GetHandle(), SW_SHOWNORMAL);
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		::UpdateWindow(window->GetHandle());
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		const int64_t min_interval = 5;
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		auto last = time::Now();
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		MSG msg = {};
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		while (!quit_)
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		{
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			auto now = time::Now();
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			auto dur = now - last;
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			if (dur.Milliseconds() > min_interval)
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			{
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				const auto dt = now - last;
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				last = now;
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				devices::Input::Instance()->Update(
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					window->GetHandle(),
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					window->GetContentScaleX(),
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					window->GetContentScaleY()
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				);
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				UpdateScene(dt);
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				DrawScene();
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				while (::PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
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				{
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					::TranslateMessage(&msg);
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					::DispatchMessage(&msg);
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				}
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			}
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			else
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			{
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				// 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>
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				// <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>
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				// <20><><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һЩ<D2BB><D0A9><EFBFBD><EFBFBD><EFBFBD>£<EFBFBD><C2A3><EFBFBD><EFBFBD>細<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><>
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				int64_t wait = min_interval - dur.Milliseconds();
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				if (wait > 1LL)
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				{
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					std::this_thread::sleep_for(std::chrono::milliseconds(wait));
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				}
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			}
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		}
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	}
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	void Game::Quit()
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	{
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		quit_ = true;
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	}
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	bool Game::EnterScene(spScene const & scene)
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	{
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		if (!scene)
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		{
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			logs::Warningln("Game::EnterScene failed, scene is nullptr");
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			return false;
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		}
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		if (curr_scene_ == scene ||
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			next_scene_ == scene)
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			return false;
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		next_scene_ = scene;
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		return true;
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	}
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	bool Game::EnterScene(spScene const& scene, spTransition const& transition)
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	{
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		if (!EnterScene(scene))
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			return false;
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		if (transition)
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		{
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			if (transition_)
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			{
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				transition_->Stop();
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			}
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			transition_ = transition;
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			transition_->Init(curr_scene_, next_scene_);
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		}
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		return true;
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	}
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	spScene const& Game::GetCurrentScene()
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	{
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		return curr_scene_;
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	}
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	void Game::UpdateScene(Duration const& dt)
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	{
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		if (curr_scene_)
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		{
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			curr_scene_->Update(dt);
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		}
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		if (next_scene_)
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		{
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			next_scene_->Update(dt);
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		}
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		if (transition_)
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		{
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			transition_->Update(dt);
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			if (transition_->IsDone())
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			{
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				transition_ = nullptr;
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			}
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			else
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			{
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				return;
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			}
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		}
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		if (next_scene_)
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		{
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			if (curr_scene_)
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			{
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				curr_scene_->OnExit();
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			}
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			next_scene_->OnEnter();
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			curr_scene_ = next_scene_;
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			next_scene_ = nullptr;
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		}
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	}
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	void Game::Dispatch(MouseEvent const & e)
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	{
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		if (transition_)
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			return;
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		if (curr_scene_)
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			curr_scene_->Dispatch(e, false);
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	}
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	void Game::Dispatch(KeyEvent const & e)
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	{
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		if (transition_)
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			return;
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		if (curr_scene_)
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			curr_scene_->Dispatch(e, false);
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	}
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	void Game::DrawScene()
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	{
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		auto graphics = devices::Graphics::Instance();
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		graphics->BeginDraw(Window::Instance()->GetHandle());
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		if (transition_)
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		{
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			transition_->Draw();
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		}
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		else if (curr_scene_)
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		{
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			curr_scene_->Visit();
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		}
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		if (debug_enabled_)
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		{
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			if (curr_scene_)
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			{
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				graphics->SetTransform(math::Matrix());
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				graphics->SetBrushOpacity(1.f);
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				curr_scene_->DrawBorder();
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			}
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			if (next_scene_)
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			{
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				graphics->SetTransform(math::Matrix());
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				graphics->SetBrushOpacity(1.f);
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				next_scene_->DrawBorder();
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			}
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			graphics->DrawDebugInfo();
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		}
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		graphics->EndDraw();
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	}
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} |