Magic_Game/kiwano/platform/Application.cpp

549 lines
11 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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 "Application.h"
#include "modules.h"
#include "../base/logs.h"
#include "../base/input.h"
#include "../base/Event.hpp"
#include "../renderer/render.h"
#include "../2d/Scene.h"
#include "../2d/DebugNode.h"
#include "../2d/Transition.h"
#include <windowsx.h> // GET_X_LPARAM, GET_Y_LPARAM
#include <imm.h> // ImmAssociateContext
#include <mutex> // std::mutex
#pragma comment(lib, "imm32.lib")
namespace kiwano
{
using FunctionToPerform = Closure<void()>;
namespace
{
std::mutex perform_mutex_;
Queue<FunctionToPerform> functions_to_perform_;
}
}
namespace kiwano
{
Application::Application()
: end_(true)
, inited_(false)
, time_scale_(1.f)
{
ThrowIfFailed(
::CoInitialize(nullptr)
);
Use(Renderer::Instance());
Use(Input::Instance());
}
Application::~Application()
{
Destroy();
::CoUninitialize();
}
void Application::Init(const Options& options)
{
ThrowIfFailed(
Window::Instance()->Create(
options.title,
options.width,
options.height,
options.icon,
options.fullscreen,
Application::WndProc
)
);
Renderer::Instance()->SetClearColor(options.clear_color);
Renderer::Instance()->SetVSyncEnabled(options.vsync);
// Setup all components
for (Component* c : components_)
{
c->SetupComponent(this);
}
// Everything is ready
OnStart();
HWND hwnd = Window::Instance()->GetHandle();
// disable imm
::ImmAssociateContext(hwnd, nullptr);
// use Application instance in message loop
::SetWindowLongPtr(hwnd, GWLP_USERDATA, LONG_PTR(this));
inited_ = true;
}
void Application::Run()
{
HWND hwnd = Window::Instance()->GetHandle();
if (!hwnd)
throw std::exception("Calling Application::Run before Application::Init");
if (hwnd)
{
end_ = false;
Window::Instance()->Prepare();
MSG msg = {};
while (::GetMessageW(&msg, nullptr, 0, 0) && !end_)
{
::TranslateMessage(&msg);
::DispatchMessageW(&msg);
}
}
}
void Application::Quit()
{
end_ = true;
}
void Application::Destroy()
{
transition_.Reset();
next_scene_.Reset();
curr_scene_.Reset();
debug_node_.Reset();
if (inited_)
{
inited_ = false;
for (auto iter = components_.rbegin(); iter != components_.rend(); ++iter)
{
(*iter)->DestroyComponent();
}
components_.clear();
}
// Destroy all instances
Renderer::Destroy();
Input::Destroy();
Window::Destroy();
Logger::Destroy();
}
void Application::Use(Component* component)
{
if (component)
{
#if defined(KGE_DEBUG)
if (components_.contains(component))
{
KGE_ASSERT(false && "Component already exists!");
}
#endif
components_.push_back(component);
}
}
void Application::Remove(Component* component)
{
if (component)
{
for (auto iter = components_.begin(); iter != components_.end(); ++iter)
{
if ((*iter) == component)
{
(*iter)->DestroyComponent();
components_.erase(iter);
break;
}
}
}
}
void Application::EnterScene(ScenePtr scene)
{
KGE_ASSERT(scene && "Application::EnterScene failed, NULL pointer exception");
if (curr_scene_ == scene || next_scene_ == scene)
return;
next_scene_ = scene;
}
void Application::EnterScene(ScenePtr scene, TransitionPtr transition)
{
EnterScene(scene);
if (transition && next_scene_)
{
if (transition_)
{
transition_->Stop();
}
transition_ = transition;
transition_->Init(curr_scene_, next_scene_);
}
}
ScenePtr Application::GetCurrentScene()
{
return curr_scene_;
}
void Application::SetTimeScale(float scale_factor)
{
time_scale_ = scale_factor;
}
void Application::ShowDebugInfo(bool show)
{
if (show)
{
debug_node_ = new DebugNode;
Renderer::Instance()->SetCollectingStatus(true);
}
else
{
debug_node_.Reset();
Renderer::Instance()->SetCollectingStatus(false);
}
}
void Application::Update()
{
static auto last = Time::Now();
const auto now = Time::Now();
const auto dt = (now - last) * time_scale_;
last = now;
// Before update
for (Component* c : components_)
{
c->BeforeUpdate(dt.Seconds());
}
// Updating
if (transition_)
{
transition_->Update(dt);
if (transition_->IsDone())
transition_ = nullptr;
}
if (next_scene_ && !transition_)
{
if (curr_scene_)
{
curr_scene_->OnExit();
}
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
// perform functions
{
if (!functions_to_perform_.empty())
{
perform_mutex_.lock();
auto functions = std::move(functions_to_perform_);
perform_mutex_.unlock();
while (!functions.empty())
{
auto& func = functions.front();
if (func)
{
func();
}
functions.pop();
}
}
}
OnUpdate(dt);
if (curr_scene_)
curr_scene_->Update(dt);
if (next_scene_)
next_scene_->Update(dt);
if (debug_node_)
debug_node_->Update(dt);
// After update
for (auto rit = components_.rbegin(); rit != components_.rend(); ++rit)
{
(*rit)->AfterUpdate();
}
}
void Application::Render()
{
// Before render
for (Component* c : components_)
{
c->BeforeRender();
}
// Rendering
if (transition_)
{
transition_->Render();
}
else if (curr_scene_)
{
curr_scene_->Render();
}
OnRender();
if (debug_node_)
debug_node_->Render();
// After render
for (auto rit = components_.rbegin(); rit != components_.rend(); ++rit)
{
(*rit)->AfterRender();
}
}
void Application::PreformInMainThread(Closure<void()> function)
{
std::lock_guard<std::mutex> lock(perform_mutex_);
functions_to_perform_.push(function);
}
LRESULT CALLBACK Application::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
Application * app = reinterpret_cast<Application*>(static_cast<LONG_PTR>(::GetWindowLongPtrW(hwnd, GWLP_USERDATA)));
if (!app)
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
// Handle Message
for (Component* c : app->components_)
{
c->HandleMessage(hwnd, msg, wparam, lparam);
}
switch (msg)
{
case WM_PAINT:
{
app->Update();
app->Render();
::InvalidateRect(hwnd, NULL, FALSE);
return 0;
}
break;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP:
{
if (!app->transition_ && app->curr_scene_)
{
bool down = msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN;
Event evt(down ? Event::KeyDown : Event::KeyUp);
evt.key.code = static_cast<int>(wparam);
evt.key.count = static_cast<int>(lparam & 0xFF);
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_CHAR:
{
if (!app->transition_ && app->curr_scene_)
{
Event evt(Event::Char);
evt.key.c = static_cast<char>(wparam);
evt.key.count = static_cast<int>(lparam & 0xFF);
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_LBUTTONUP:
case WM_LBUTTONDOWN:
//case WM_LBUTTONDBLCLK:
case WM_MBUTTONUP:
case WM_MBUTTONDOWN:
//case WM_MBUTTONDBLCLK:
case WM_RBUTTONUP:
case WM_RBUTTONDOWN:
//case WM_RBUTTONDBLCLK:
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL:
{
if (!app->transition_ && app->curr_scene_)
{
Event evt;
evt.mouse.x = static_cast<float>(GET_X_LPARAM(lparam));
evt.mouse.y = static_cast<float>(GET_Y_LPARAM(lparam));
evt.mouse.left_btn_down = !!(wparam & MK_LBUTTON);
evt.mouse.left_btn_down = !!(wparam & MK_RBUTTON);
if (msg == WM_MOUSEMOVE) { evt.type = Event::MouseMove; }
else if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN || msg == WM_MBUTTONDOWN) { evt.type = Event::MouseBtnDown; }
else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP || msg == WM_MBUTTONUP) { evt.type = Event::MouseBtnUp; }
else if (msg == WM_MOUSEWHEEL) { evt.type = Event::MouseWheel; evt.mouse.wheel = GET_WHEEL_DELTA_WPARAM(wparam) / (float)WHEEL_DELTA; }
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONUP) { evt.mouse.button = MouseButton::Left; }
else if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONUP) { evt.mouse.button = MouseButton::Right; }
else if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONUP) { evt.mouse.button = MouseButton::Middle; }
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SIZE:
{
if (SIZE_MAXHIDE == wparam || SIZE_MINIMIZED == wparam)
{
KGE_LOG(L"Window minimized");
}
else
{
KGE_LOG(L"Window resized");
if (app->curr_scene_)
{
Event evt(Event::WindowResized);
evt.win.width = LOWORD(lparam);
evt.win.height = HIWORD(lparam);
app->curr_scene_->Dispatch(evt);
}
Window::Instance()->UpdateWindowRect();
}
}
break;
case WM_MOVE:
{
if (app->curr_scene_)
{
int x = (int)(short)LOWORD(lparam);
int y = (int)(short)HIWORD(lparam);
Event evt(Event::WindowMoved);
evt.win.x = x;
evt.win.y = y;
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_ACTIVATE:
{
bool active = (LOWORD(wparam) != WA_INACTIVE);
Window::Instance()->SetActive(active);
if (app->curr_scene_)
{
Event evt(Event::WindowFocusChanged);
evt.win.focus = active;
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SETTEXT:
{
KGE_LOG(L"Window title changed");
if (app->curr_scene_)
{
Event evt(Event::WindowTitleChanged);
evt.win.title = reinterpret_cast<const wchar_t*>(lparam);
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SETICON:
{
KGE_LOG(L"Window icon changed");
}
break;
case WM_DISPLAYCHANGE:
{
KGE_LOG(L"The display resolution has changed");
::InvalidateRect(hwnd, nullptr, FALSE);
}
break;
case WM_CLOSE:
{
KGE_LOG(L"Window is closing");
if (!app->OnClosing())
{
return 0;
}
}
break;
case WM_DESTROY:
{
KGE_LOG(L"Window was destroyed");
if (app->curr_scene_)
{
Event evt(Event::WindowClosed);
app->curr_scene_->Dispatch(evt);
}
app->OnDestroy();
::PostQuitMessage(0);
return 0;
}
break;
}
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
}
}