164 lines
3.9 KiB
C++
164 lines
3.9 KiB
C++
// Copyright (c) 2016-2018 Kiwano - 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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#pragma once
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#include <kiwano/core/common.h>
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#include <kiwano/core/time.h>
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#include <kiwano/core/Component.h>
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#include <kiwano/core/event/Event.h>
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#include <kiwano/core/event/MouseEvent.h>
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#include <kiwano/core/event/KeyEvent.h>
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#include <kiwano/core/event/WindowEvent.h>
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#include <kiwano/platform/Window.h>
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#include <kiwano/renderer/Renderer.h>
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namespace kiwano
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{
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/**
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* \~chinese
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* @brief 应用程序配置
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* @details 启动 Kiwano 应用程序前的初始化选项
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*/
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struct Config
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{
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WindowConfig window; ///< 窗口配置
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RenderConfig render; ///< 渲染配置
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bool debug; ///< 启用调试模式
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/**
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* \~chinese
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* @param title 窗口标题
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* @param width 窗口宽度
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* @param height 窗口高度
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* @param icon 窗口图标的资源ID
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*/
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Config(
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String const& title = L"Kiwano Game",
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uint32_t width = 640,
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uint32_t height = 480,
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uint32_t icon = 0
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);
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/**
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* \~chinese
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* @param wnd_config 窗口配置
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* @param render_config 渲染配置
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*/
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Config(
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WindowConfig const& wnd_config,
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RenderConfig const& render_config = RenderConfig()
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);
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};
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/**
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* \~chinese
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* @brief 应用程序,控制游戏的整个生命周期,包括初始化、启动、结束以及事件分发等
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*/
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class KGE_API Application
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: protected Noncopyable
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{
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public:
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Application();
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virtual ~Application();
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/**
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* \~chinese
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* @brief 初始化完成处理
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* @details 重载该函数以在应用程序初始化完成后自动执行
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*/
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virtual void OnReady() {}
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/**
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* \~chinese
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* @brief 应用程序销毁处理
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* @details 重载该函数以处理应用程序销毁时的行为,如完成资源回收等
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*/
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virtual void OnDestroy() {}
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/**
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* \~chinese
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* @brief 启动应用程序
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* @details 初始化所有功能组件后执行 OnReady 函数
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* @param config 初始化配置
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* @note 该函数是阻塞的,应用程序结束时函数返回
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*/
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void Run(Config const& config = Config());
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/**
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* \~chinese
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* @brief 终止应用程序
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*/
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void Quit();
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/**
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* \~chinese
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* @brief 销毁游戏运行过程中产生的所有资源
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*/
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void Destroy();
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/**
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* \~chinese
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* @brief 添加功能组件
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* @param[in] component 功能组件
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*/
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void Use(ComponentBase* component);
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/**
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* \~chinese
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* @brief 设置时间缩放因子
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* @details 设置时间缩放因子可等比例放大或缩小时间进度
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* @param scale_factor 缩放因子
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* @warning 设置为负数可能导致动画系统紊乱
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*/
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void SetTimeScale(float scale_factor);
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/**
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* \~chinese
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* @brief 分发事件
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* @details 将事件分发给所有事件功能组件
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* @param evt 事件
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*/
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void DispatchEvent(Event* evt);
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/**
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* \~chinese
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* @brief 在主线程中执行函数
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* @details 提供在其他线程调用 Kiwano 函数的能力
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* @param func 需要执行的函数
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*/
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static void PreformInMainThread(Function<void()> func);
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private:
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void Render();
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void Update();
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private:
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float time_scale_;
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Time last_update_time_;
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Vector<ComponentBase*> comps_;
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Vector<RenderComponent*> render_comps_;
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Vector<UpdateComponent*> update_comps_;
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Vector<EventComponent*> event_comps_;
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};
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}
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