213 lines
3.3 KiB
C++
213 lines
3.3 KiB
C++
#include "..\e2dbase.h"
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#include "..\e2dnode.h"
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#include "..\e2dtransition.h"
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#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
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#include <thread>
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e2d::Game * e2d::Game::instance_ = nullptr;
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e2d::Game * e2d::Game::GetInstance()
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{
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if (!instance_)
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instance_ = new (std::nothrow) Game;
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return instance_;
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}
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void e2d::Game::DestroyInstance()
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{
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if (instance_)
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{
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delete instance_;
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instance_ = nullptr;
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}
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}
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e2d::Game::Game()
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: quit_(true)
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, paused_(false)
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, curr_scene_(nullptr)
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, next_scene_(nullptr)
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, transition_(nullptr)
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{
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::CoInitialize(nullptr);
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}
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e2d::Game::~Game()
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{
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::CoUninitialize();
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}
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void e2d::Game::Start()
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{
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quit_ = false;
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auto window = Window::GetInstance();
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auto input = Input::GetInstance();
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auto renderer = Renderer::GetInstance();
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auto timer = Timer::GetInstance();
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auto action_manager = ActionManager::GetInstance();
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const int minInterval = 5;
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Time last = Time::Now();
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HWND hWnd = window->GetHWnd();
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::ShowWindow(hWnd, SW_SHOWNORMAL);
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::UpdateWindow(hWnd);
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window->Poll();
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UpdateScene();
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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() > minInterval)
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{
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last = now;
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input->Update();
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if (!paused_)
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{
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timer->Update();
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action_manager->Update();
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UpdateScene();
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}
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DrawScene();
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window->Poll();
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GC::GetInstance()->Flush();
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}
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else
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{
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// ID2D1HwndRenderTarget 开启了垂直同步,在渲染时会等待显示器刷新,
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// 它起到了非常稳定的延时作用,所以大部分时候不需要手动挂起线程进行延时。
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// 下面的代码仅在一些情况下(例如窗口最小化时)挂起线程,防止占用过高 CPU 。
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int wait = minInterval - dur.Milliseconds();
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if (wait > 1)
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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 e2d::Game::Pause()
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{
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paused_ = true;
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}
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void e2d::Game::Resume()
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{
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if (paused_ && !quit_)
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{
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Timer::GetInstance()->UpdateTime();
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ActionManager::GetInstance()->UpdateTime();
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}
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paused_ = false;
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}
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bool e2d::Game::IsPaused()
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{
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return paused_;
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}
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void e2d::Game::Quit()
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{
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quit_ = true;
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}
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void e2d::Game::EnterScene(Scene * scene)
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{
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if (!scene)
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return;
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// 保存下一场景的指针
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if (next_scene_) next_scene_->Release();
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next_scene_ = scene;
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next_scene_->Retain();
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}
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void e2d::Game::EnterScene(Transition * transition)
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{
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if (!transition)
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return;
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EnterScene(transition->in_scene_);
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if (transition_)
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{
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transition_->Stop();
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transition_->Release();
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}
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transition_ = transition;
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transition_->Retain();
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// 初始化场景切换动画
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if (!transition_->Init(this, curr_scene_))
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{
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WARN("Transition initialize failed!");
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transition_->Release();
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transition_ = nullptr;
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}
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}
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e2d::Scene * e2d::Game::GetCurrentScene()
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{
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return curr_scene_;
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}
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bool e2d::Game::IsTransitioning() const
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{
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return transition_ != nullptr;
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}
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void e2d::Game::UpdateScene()
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{
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if (transition_)
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{
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transition_->Update();
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if (transition_->IsDone())
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{
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transition_->Release();
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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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curr_scene_->Release();
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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 e2d::Game::DrawScene()
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{
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Renderer::GetInstance()->BeginDraw();
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{
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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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}
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Renderer::GetInstance()->EndDraw();
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}
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