Magic_Game/core/base/Game.h

116 lines
2.4 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 "base.h"
#include "window.h"
#include "time.h"
#include "KeyEvent.h"
#include "MouseEvent.h"
namespace easy2d
{
struct Options
{
String title; /* 标题 */
int width; /* 宽度 */
int height; /* 高度 */
LPCWSTR icon; /* 图标 */
bool debug; /* 调试模式 */
Options()
: title(L"Easy2D Game")
, width(640)
, height(480)
, icon(nullptr)
, debug(false)
{}
};
class Game
{
E2D_DISABLE_COPY(Game);
public:
Game();
Game(
Options const& options
);
virtual ~Game();
// 退出时
virtual void OnExit() {}
// 窗口关闭时
// 返回值:返回 false 将阻止窗口关闭
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
bool EnterScene(
spScene const& scene /* 场景 */
);
// 切换场景
bool EnterScene(
spScene const& scene, /* 场景 */
spTransition const& transition /* 场景动画 */
);
// 获取当前场景
spScene const& GetCurrentScene();
void DrawScene();
void UpdateScene(
Duration const& dt
);
void Dispatch(
MouseEvent const& e
);
void Dispatch(
KeyEvent const& e
);
private:
bool initialized_;
bool debug_enabled_;
bool quit_;
spScene curr_scene_;
spScene next_scene_;
spTransition transition_;
};
}