764 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			764 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\ebase.h"
 | ||
| #include "..\Win\winbase.h"
 | ||
| #include "..\emanagers.h"
 | ||
| #include "..\enodes.h"
 | ||
| #include "..\etransitions.h"
 | ||
| #include <stack>
 | ||
| #include <thread>
 | ||
| #include <imm.h>
 | ||
| #pragma comment (lib ,"imm32.lib")
 | ||
| 
 | ||
| using namespace std::this_thread;
 | ||
| using namespace std::chrono;
 | ||
| 
 | ||
| 
 | ||
| // 唯一实例指针
 | ||
| static e2d::EApp * s_pInstance = nullptr;
 | ||
| // 场景栈
 | ||
| static std::stack<e2d::EScene*> s_SceneStack;
 | ||
| // 游戏开始时间
 | ||
| static steady_clock::time_point s_tStart;
 | ||
| 
 | ||
| 
 | ||
| e2d::EApp::EApp()
 | ||
| 	: m_bEnd(false)
 | ||
| 	, m_bPaused(false)
 | ||
| 	, m_bManualPaused(false)
 | ||
| 	, m_bTransitional(false)
 | ||
| 	, m_bTopMost(false)
 | ||
| 	, m_bShowConsole(false)
 | ||
| 	, m_nAnimationInterval(17LL)
 | ||
| 	, m_ClearColor(EColor::BLACK)
 | ||
| 	, m_pCurrentScene(nullptr)
 | ||
| 	, m_pNextScene(nullptr)
 | ||
| {
 | ||
| 	ASSERT(s_pInstance == nullptr, "EApp instance already exists!");
 | ||
| 	s_pInstance = this;		// 保存实例对象
 | ||
| 
 | ||
| 	CoInitialize(NULL);
 | ||
| }
 | ||
| 
 | ||
| e2d::EApp::~EApp()
 | ||
| {
 | ||
| 	// 释放资源
 | ||
| 	SafeReleaseInterface(&GetSolidColorBrush());
 | ||
| 	SafeReleaseInterface(&GetRenderTarget());
 | ||
| 	SafeReleaseInterface(&GetFactory());
 | ||
| 	SafeReleaseInterface(&GetImagingFactory());
 | ||
| 	SafeReleaseInterface(&GetDirectWriteFactory());
 | ||
| 	
 | ||
| 	CoUninitialize();
 | ||
| }
 | ||
| 
 | ||
| e2d::EApp * e2d::EApp::get()
 | ||
| {
 | ||
| 	ASSERT(s_pInstance != nullptr, "Nonexistent EApp instance.");
 | ||
| 	return s_pInstance;		// 获取 EApp 的唯一实例
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height)
 | ||
| {
 | ||
| 	return init(title, width, height, EWindowStyle());
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height, EWindowStyle wStyle)
 | ||
| {
 | ||
| 	HRESULT hr;
 | ||
| 
 | ||
| 	// 注册窗口类
 | ||
| 	WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
 | ||
| 	wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
 | ||
| 	wcex.lpfnWndProc = EApp::WndProc;
 | ||
| 	wcex.cbClsExtra = 0;
 | ||
| 	wcex.cbWndExtra = sizeof(LONG_PTR);
 | ||
| 	wcex.hInstance = HINST_THISCOMPONENT;
 | ||
| 	wcex.hbrBackground = (HBRUSH)(GetStockObject(BLACK_BRUSH));
 | ||
| 	wcex.lpszMenuName = NULL;
 | ||
| 	wcex.hCursor = LoadCursor(NULL, IDI_APPLICATION);
 | ||
| 	wcex.lpszClassName = L"Easy2DApp";
 | ||
| 	// 设置窗口是否有关闭按钮
 | ||
| 	if (wStyle.m_bNoClose)
 | ||
| 	{
 | ||
| 		wcex.style |= CS_NOCLOSE;
 | ||
| 	}
 | ||
| 	// 设置程序图标
 | ||
| 	if (wStyle.m_pIconID)
 | ||
| 	{
 | ||
| 		wcex.hIcon = (HICON)::LoadImage(
 | ||
| 			GetModuleHandle(NULL), 
 | ||
| 			wStyle.m_pIconID, 
 | ||
| 			IMAGE_ICON, 
 | ||
| 			0, 
 | ||
| 			0, 
 | ||
| 			LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_DEFAULTSIZE);
 | ||
| 	}
 | ||
| 
 | ||
| 	RegisterClassEx(&wcex);
 | ||
| 
 | ||
| 	// 因为 CreateWindow 函数使用的是像素大小,获取系统的 DPI 以使它
 | ||
| 	// 适应窗口缩放
 | ||
| 	FLOAT dpiX, dpiY;
 | ||
| 
 | ||
| 	// 工厂将返回当前的系统 DPI,这个值也将用来创建窗口
 | ||
| 	GetFactory()->GetDesktopDpi(&dpiX, &dpiY);
 | ||
| 
 | ||
| 	width = static_cast<UINT>(ceil(width * dpiX / 96.f));
 | ||
| 	height = static_cast<UINT>(ceil(height * dpiY / 96.f));
 | ||
| 
 | ||
| 	// 获取屏幕分辨率
 | ||
| 	UINT screenWidth = static_cast<UINT>(GetSystemMetrics(SM_CXSCREEN));
 | ||
| 	UINT screenHeight = static_cast<UINT>(GetSystemMetrics(SM_CYSCREEN));
 | ||
| 	// 当输入的窗口大小比分辨率大时,给出警告
 | ||
| 	WARN_IF(screenWidth < width || screenHeight < height, "The window is larger than screen!");
 | ||
| 	// 取最小值
 | ||
| 	width = min(width, screenWidth);
 | ||
| 	height = min(height, screenHeight);
 | ||
| 
 | ||
| 	// 创建窗口样式
 | ||
| 	DWORD dwStyle = WS_OVERLAPPED | WS_SYSMENU;
 | ||
| 	if (!wStyle.m_bNoMiniSize)
 | ||
| 	{
 | ||
| 		dwStyle |= WS_MINIMIZEBOX;
 | ||
| 	}
 | ||
| 	// 保存窗口是否置顶显示
 | ||
| 	m_bTopMost = wStyle.m_bTopMost;
 | ||
| 	// 保存窗口名称
 | ||
| 	m_sTitle = title;
 | ||
| 	// 创建窗口
 | ||
| 	GetHWnd() = CreateWindow(
 | ||
| 		L"Easy2DApp",
 | ||
| 		m_sTitle.c_str(),
 | ||
| 		dwStyle,
 | ||
| 		0,
 | ||
| 		0,
 | ||
| 		width,
 | ||
| 		height,
 | ||
| 		NULL,
 | ||
| 		NULL,
 | ||
| 		HINST_THISCOMPONENT,
 | ||
| 		this
 | ||
| 	);
 | ||
| 
 | ||
| 	hr = GetHWnd() ? S_OK : E_FAIL;
 | ||
| 
 | ||
| 	if (SUCCEEDED(hr))
 | ||
| 	{
 | ||
| 		// 禁用输入法
 | ||
| 		this->setKeyboardLayoutEnable(false);
 | ||
| 		// 重设客户区大小
 | ||
| 		this->setWindowSize(width, height);
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		UnregisterClass(L"E2DApp", HINST_THISCOMPONENT);
 | ||
| 	}
 | ||
| 
 | ||
| 	if (FAILED(hr))
 | ||
| 	{
 | ||
| 		MessageBox(nullptr, L"Initialize Failed!", L"Error", MB_OK);
 | ||
| 	}
 | ||
| 
 | ||
| 	return SUCCEEDED(hr);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::pause()
 | ||
| {
 | ||
| 	EApp::get()->m_bManualPaused = true;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::resume()
 | ||
| {
 | ||
| 	if (isPaused())
 | ||
| 	{
 | ||
| 		EApp::get()->m_bPaused = false;
 | ||
| 		EApp::get()->m_bManualPaused = false;
 | ||
| 		// 刷新当前时间
 | ||
| 		GetNow() = steady_clock::now();
 | ||
| 		// 重置动画和定时器
 | ||
| 		EActionManager::_resetAllActions();
 | ||
| 		ETimerManager::_resetAllTimers();
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::isPaused()
 | ||
| {
 | ||
| 	return s_pInstance->m_bPaused || s_pInstance->m_bManualPaused;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::showConsole(bool show /* = true */)
 | ||
| {
 | ||
| 	static FILE * stdoutstream = nullptr;
 | ||
| 	static FILE * stdinstream = nullptr;
 | ||
| 	static FILE * stderrstream = nullptr;
 | ||
| 
 | ||
| 	EApp::get()->m_bShowConsole = show;
 | ||
| 	// 查找已存在的控制台句柄
 | ||
| 	HWND hwnd = GetConsoleWindow();
 | ||
| 	// 关闭控制台
 | ||
| 	if (show)
 | ||
| 	{
 | ||
| 		if (hwnd)
 | ||
| 		{
 | ||
| 			ShowWindow(hwnd, SW_SHOWNORMAL);
 | ||
| 		}
 | ||
| 		else
 | ||
| 		{
 | ||
| 			// 显示一个新控制台
 | ||
| 			if (AllocConsole())
 | ||
| 			{
 | ||
| 				freopen_s(&stdoutstream, "CONOUT$", "w+t", stdout);
 | ||
| 				freopen_s(&stderrstream, "CONOUT$", "w+t", stderr);
 | ||
| 				freopen_s(&stdinstream, "CONIN$", "r+t", stdin);
 | ||
| 			}
 | ||
| 			else
 | ||
| 			{
 | ||
| 				MessageBox(nullptr, L"Alloc Console Failed!", L"Error", MB_OK);
 | ||
| 			}
 | ||
| 		}
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		if (hwnd)
 | ||
| 		{
 | ||
| 			if (stdoutstream)
 | ||
| 			{
 | ||
| 				fclose(stdoutstream);
 | ||
| 				fclose(stdinstream);
 | ||
| 				fclose(stderrstream);
 | ||
| 
 | ||
| 				stdoutstream = stdinstream = stderrstream = nullptr;
 | ||
| 			}
 | ||
| 			FreeConsole();
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| // 运行游戏
 | ||
| void e2d::EApp::run()
 | ||
| {
 | ||
| 	ASSERT(GetHWnd() != nullptr, "Cannot find Game Window.");
 | ||
| 	// 进入第一个场景
 | ||
| 	_enterNextScene();
 | ||
| 	// 关闭控制台
 | ||
| 	if (!m_bShowConsole)
 | ||
| 	{
 | ||
| 		showConsole(false);
 | ||
| 	}
 | ||
| 	// 显示窗口
 | ||
| 	ShowWindow(GetHWnd(), SW_SHOWNORMAL);
 | ||
| 	UpdateWindow(GetHWnd());
 | ||
| 	// 设置窗口置顶
 | ||
| 	if (m_bTopMost)
 | ||
| 	{
 | ||
| 		SetWindowPos(GetHWnd(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
 | ||
| 	}
 | ||
| 
 | ||
| 	// 记录开始时间
 | ||
| 	s_tStart = steady_clock::now();
 | ||
| 	// 窗口消息
 | ||
| 	MSG msg;
 | ||
| 
 | ||
| 	while (!m_bEnd)
 | ||
| 	{
 | ||
| 		// 处理窗口消息
 | ||
| 		while (PeekMessage(&msg, GetHWnd(), 0, 0, PM_REMOVE))
 | ||
| 		{
 | ||
| 			TranslateMessage(&msg);
 | ||
| 			DispatchMessage(&msg);
 | ||
| 		}
 | ||
| 		// 执行主循环
 | ||
| 		_mainLoop();
 | ||
| 	}
 | ||
| 
 | ||
| 	// 关闭控制台
 | ||
| 	EApp::showConsole(false);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setFPS(UINT32 fps)
 | ||
| {
 | ||
| 	fps = min(max(fps, 30), 120);
 | ||
| 	s_pInstance->m_nAnimationInterval = 1000 / fps;
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::onActivate()
 | ||
| {
 | ||
| 	return true;
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::onInactive()
 | ||
| {
 | ||
| 	return true;
 | ||
| }
 | ||
| 
 | ||
| bool e2d::EApp::onCloseWindow()
 | ||
| {
 | ||
| 	return true;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::_mainLoop()
 | ||
| {
 | ||
| 	// 挂起时长
 | ||
| 	static LONGLONG nWaitMS = 0L;
 | ||
| 	// 时间间隔
 | ||
| 	static LONGLONG nInterval;
 | ||
| 	// 上一帧画面绘制时间
 | ||
| 	static steady_clock::time_point tLast = steady_clock::now();
 | ||
| 
 | ||
| 	// 刷新当前时间
 | ||
| 	GetNow() = steady_clock::now();
 | ||
| 	// 计算时间间隔
 | ||
| 	nInterval = GetInterval(tLast);
 | ||
| 	// 判断间隔时间是否足够
 | ||
| 	if (nInterval >= m_nAnimationInterval)
 | ||
| 	{
 | ||
| 		// 记录当前时间
 | ||
| 		tLast += microseconds(m_nAnimationInterval);
 | ||
| 		// 游戏控制流程
 | ||
| 		_onControl();
 | ||
| 		// 刷新游戏画面
 | ||
| 		_onRender();
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		// 计算挂起时长
 | ||
| 		nWaitMS = m_nAnimationInterval - nInterval - 1;
 | ||
| 		// 挂起线程,释放 CPU 占用
 | ||
| 		if (nWaitMS > 1LL)
 | ||
| 		{
 | ||
| 			sleep_for(milliseconds(nWaitMS));
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::_onControl()
 | ||
| {
 | ||
| 	// 正在切换场景时,执行场景切换动画
 | ||
| 	if (m_bTransitional)
 | ||
| 	{
 | ||
| 		EActionManager::ActionProc();
 | ||
| 		// 若场景切换未结束,不执行后面的部分
 | ||
| 		if (m_bTransitional)
 | ||
| 		{
 | ||
| 			return;
 | ||
| 		}
 | ||
| 	}
 | ||
| 
 | ||
| 	// 下一场景指针不为空时,切换场景
 | ||
| 	if (m_pNextScene)
 | ||
| 	{
 | ||
| 		// 进入下一场景
 | ||
| 		_enterNextScene();
 | ||
| 	}
 | ||
| 
 | ||
| 	// 断言当前场景非空
 | ||
| 	ASSERT(m_pCurrentScene != nullptr, "Current scene NULL pointer exception.");
 | ||
| 
 | ||
| 	EObjectManager::__flush();		// 刷新内存池
 | ||
| 	ETimerManager::TimerProc();		// 定时器管理器执行程序
 | ||
| 	EActionManager::ActionProc();	// 动作管理器执行程序
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::_onRender()
 | ||
| {
 | ||
| 	HRESULT hr = S_OK;
 | ||
| 
 | ||
| 	// 开始绘图
 | ||
| 	GetRenderTarget()->BeginDraw();
 | ||
| 	// 使用背景色清空屏幕
 | ||
| 	GetRenderTarget()->Clear(D2D1::ColorF(m_ClearColor));
 | ||
| 	// 绘制当前场景
 | ||
| 	if (m_pCurrentScene)
 | ||
| 	{
 | ||
| 		m_pCurrentScene->_onRender();
 | ||
| 	}
 | ||
| 	// 切换场景时,同时绘制两场景
 | ||
| 	if (m_bTransitional && m_pNextScene)
 | ||
| 	{
 | ||
| 		m_pNextScene->_onRender();
 | ||
| 	}
 | ||
| 	// 终止绘图
 | ||
| 	hr = GetRenderTarget()->EndDraw();
 | ||
| 	// 刷新界面
 | ||
| 	UpdateWindow(GetHWnd());
 | ||
| 
 | ||
| 	if (hr == D2DERR_RECREATE_TARGET)
 | ||
| 	{
 | ||
| 		// 如果 Direct3D 设备在执行过程中消失,将丢弃当前的设备相关资源
 | ||
| 		// 并在下一次调用时重建资源
 | ||
| 		hr = S_OK;
 | ||
| 		SafeReleaseInterface(&GetRenderTarget());
 | ||
| 	}
 | ||
| 
 | ||
| 	if (FAILED(hr))
 | ||
| 	{
 | ||
| 		// 渲染时产生了未知的错误,退出游戏
 | ||
| 		MessageBox(GetHWnd(), L"Game rendering failed!", L"Error", MB_OK);
 | ||
| 		this->quit();
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setWindowSize(UINT32 width, UINT32 height)
 | ||
| {
 | ||
| 	// 获取屏幕分辨率
 | ||
| 	int screenWidth = GetSystemMetrics(SM_CXSCREEN);
 | ||
| 	int screenHeight = GetSystemMetrics(SM_CYSCREEN);
 | ||
| 	// 获取窗口大小(包含菜单栏)
 | ||
| 	tagRECT rcWindow;
 | ||
| 	GetWindowRect(GetHWnd(), &rcWindow);
 | ||
| 	// 获取客户区大小
 | ||
| 	tagRECT rcClient;
 | ||
| 	GetClientRect(GetHWnd(), &rcClient);
 | ||
| 	// 计算边框大小
 | ||
| 	width += (rcWindow.right - rcWindow.left) - (rcClient.right - rcClient.left);
 | ||
| 	height += (rcWindow.bottom - rcWindow.top) - (rcClient.bottom - rcClient.top);
 | ||
| 	// 修改窗口大小,并设置窗口在屏幕居中
 | ||
| 	MoveWindow(GetHWnd(), (screenWidth - width) / 2, (screenHeight - height) / 2, width, height, TRUE);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setWindowTitle(const EString &title)
 | ||
| {
 | ||
| 	// 设置窗口标题
 | ||
| 	SetWindowText(GetHWnd(), title.c_str());
 | ||
| 	// 保存当前标题,用于修改窗口大小时恢复标题
 | ||
| 	get()->m_sTitle = title;
 | ||
| }
 | ||
| 
 | ||
| e2d::EString e2d::EApp::getTitle()
 | ||
| {
 | ||
| 	return get()->m_sTitle;
 | ||
| }
 | ||
| 
 | ||
| float e2d::EApp::getWidth()
 | ||
| {
 | ||
| 	return GetRenderTarget()->GetSize().width;
 | ||
| }
 | ||
| 
 | ||
| float e2d::EApp::getHeight()
 | ||
| {
 | ||
| 	return GetRenderTarget()->GetSize().height;
 | ||
| }
 | ||
| 
 | ||
| e2d::ESize e2d::EApp::getSize()
 | ||
| {
 | ||
| 	return ESize(GetRenderTarget()->GetSize().width, GetRenderTarget()->GetSize().height);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::enterScene(EScene * scene, bool saveCurrentScene /* = true */)
 | ||
| {
 | ||
| 	enterScene(scene, nullptr, saveCurrentScene);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::enterScene(EScene * scene, ETransition * transition, bool saveCurrentScene /* = true */)
 | ||
| {
 | ||
| 	scene->retain();
 | ||
| 	// 保存下一场景的指针
 | ||
| 	get()->m_pNextScene = scene;
 | ||
| 	// 切换场景时,是否保存当前场景
 | ||
| 	if (get()->m_pCurrentScene)
 | ||
| 	{
 | ||
| 		get()->m_pCurrentScene->m_bWillSave = saveCurrentScene;
 | ||
| 	}
 | ||
| 	// 设置切换场景动画
 | ||
| 	if (transition)
 | ||
| 	{
 | ||
| 		get()->m_bTransitional = true;
 | ||
| 		transition->_setTarget(
 | ||
| 			get()->m_pCurrentScene, 
 | ||
| 			get()->m_pNextScene, 
 | ||
| 			get()->m_bTransitional
 | ||
| 		);
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		get()->m_bTransitional = false;
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::backScene(ETransition * transition /* = nullptr */)
 | ||
| {
 | ||
| 	// 栈为空时,调用返回场景函数失败
 | ||
| 	WARN_IF(s_SceneStack.size() == 0, "Scene stack now is empty!");
 | ||
| 	if (s_SceneStack.size() == 0) return;
 | ||
| 
 | ||
| 	// 从栈顶取出场景指针,作为下一场景
 | ||
| 	get()->m_pNextScene = s_SceneStack.top();
 | ||
| 	s_SceneStack.pop();
 | ||
| 
 | ||
| 	// 返回上一场景时,不保存当前场景
 | ||
| 	if (get()->m_pCurrentScene)
 | ||
| 	{
 | ||
| 		get()->m_pCurrentScene->m_bWillSave = false;
 | ||
| 	}
 | ||
| 
 | ||
| 	// 设置切换场景动画
 | ||
| 	if (transition)
 | ||
| 	{
 | ||
| 		get()->m_bTransitional = true;
 | ||
| 		transition->_setTarget(
 | ||
| 			get()->m_pCurrentScene, 
 | ||
| 			get()->m_pNextScene, 
 | ||
| 			get()->m_bTransitional
 | ||
| 		);
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		// 把这个变量赋为 false,场景将在下一帧画面
 | ||
| 		// 进行切换
 | ||
| 		get()->m_bTransitional = false;
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::clearScene()
 | ||
| {
 | ||
| 	// 清空场景栈
 | ||
| 	while (s_SceneStack.size())
 | ||
| 	{
 | ||
| 		auto temp = s_SceneStack.top();
 | ||
| 		SafeRelease(&temp);
 | ||
| 		s_SceneStack.pop();
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| e2d::EScene * e2d::EApp::getCurrentScene()
 | ||
| {
 | ||
| 	return get()->m_pCurrentScene;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setAppName(const EString &appname)
 | ||
| {
 | ||
| 	get()->m_sAppName = appname;
 | ||
| }
 | ||
| 
 | ||
| e2d::EString e2d::EApp::getAppName()
 | ||
| {
 | ||
| 	if (get()->m_sAppName.empty())
 | ||
| 		get()->m_sAppName = get()->m_sTitle;
 | ||
| 	return get()->m_sAppName;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setBkColor(UINT32 color)
 | ||
| {
 | ||
| 	get()->m_ClearColor = color;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::setKeyboardLayoutEnable(bool value)
 | ||
| {
 | ||
| 	static HIMC hImc = NULL;
 | ||
| 
 | ||
| 	if (value)
 | ||
| 	{
 | ||
| 		if (hImc != NULL)
 | ||
| 		{
 | ||
| 			ImmAssociateContext(GetHWnd(), hImc);
 | ||
| 			hImc = NULL;
 | ||
| 		}
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		if (hImc == NULL)
 | ||
| 		{
 | ||
| 			hImc = ImmAssociateContext(GetHWnd(), NULL);
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| HWND e2d::EApp::getHWnd()
 | ||
| {
 | ||
| 	return GetHWnd();
 | ||
| }
 | ||
| 
 | ||
| LONGLONG e2d::EApp::getTotalDurationFromStart()
 | ||
| {
 | ||
| 	return GetInterval(s_tStart);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::hideWindow()
 | ||
| {
 | ||
| 	ShowWindow(GetHWnd(), SW_HIDE);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::showWindow()
 | ||
| {
 | ||
| 	ShowWindow(GetHWnd(), SW_SHOWNORMAL);
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::quit()
 | ||
| {
 | ||
| 	// 这个变量将控制游戏是否结束
 | ||
| 	get()->m_bEnd = true;
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::end()
 | ||
| {
 | ||
| 	EApp::quit();
 | ||
| }
 | ||
| 
 | ||
| void e2d::EApp::_enterNextScene()
 | ||
| {
 | ||
| 	if (m_pNextScene == nullptr)
 | ||
| 		return;
 | ||
| 
 | ||
| 	// 执行当前场景的 onCloseWindow 函数
 | ||
| 	if (m_pCurrentScene)
 | ||
| 	{
 | ||
| 		m_pCurrentScene->onExit();
 | ||
| 
 | ||
| 		if (m_pCurrentScene->m_bWillSave)
 | ||
| 		{
 | ||
| 			// 若要保存当前场景,把它放入栈中
 | ||
| 			s_SceneStack.push(m_pCurrentScene);
 | ||
| 		}
 | ||
| 		else
 | ||
| 		{
 | ||
| 			SafeRelease(&m_pCurrentScene);
 | ||
| 		}
 | ||
| 	}
 | ||
| 
 | ||
| 	// 执行下一场景的 onEnter 函数
 | ||
| 	m_pNextScene->onEnter();
 | ||
| 
 | ||
| 	m_pCurrentScene = m_pNextScene;		// 切换场景
 | ||
| 	m_pNextScene = nullptr;				// 下一场景置空
 | ||
| }
 | ||
| 
 | ||
| LRESULT e2d::EApp::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
 | ||
| {
 | ||
| 	// 处理窗口消息
 | ||
| 	LRESULT result = 0;
 | ||
| 	e2d::EApp *pEApp = EApp::get();
 | ||
| 
 | ||
| 	if (pEApp)
 | ||
| 	{
 | ||
| 		switch (message)
 | ||
| 		{
 | ||
| 		// 处理鼠标消息
 | ||
| 		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:
 | ||
| 		{
 | ||
| 			// 执行场景切换时屏蔽按键和鼠标消息
 | ||
| 			if (!pEApp->m_bTransitional && !pEApp->m_pNextScene)
 | ||
| 			{
 | ||
| 				EMsgManager::MouseProc(message, wParam, lParam);
 | ||
| 			}
 | ||
| 		}
 | ||
| 		result = 0;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 处理按键消息
 | ||
| 		case WM_KEYDOWN:
 | ||
| 		case WM_KEYUP:
 | ||
| 		{
 | ||
| 			// 执行场景切换时屏蔽按键和鼠标消息
 | ||
| 			if (!pEApp->m_bTransitional && !pEApp->m_pNextScene)
 | ||
| 			{
 | ||
| 				EMsgManager::KeyboardProc(message, wParam, lParam);
 | ||
| 			}
 | ||
| 		}
 | ||
| 		result = 0;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 处理窗口大小变化消息
 | ||
| 		case WM_SIZE:
 | ||
| 		{
 | ||
| 			UINT width = LOWORD(lParam);
 | ||
| 			UINT height = HIWORD(lParam);
 | ||
| 			// 如果程序接收到一个 WM_SIZE 消息,这个方法将调整渲染
 | ||
| 			// 目标适当。它可能会调用失败,但是这里可以忽略有可能的
 | ||
| 			// 错误,因为这个错误将在下一次调用 EndDraw 时产生
 | ||
| 			GetRenderTarget()->Resize(D2D1::SizeU(width, height));
 | ||
| 		}
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 处理分辨率变化消息
 | ||
| 		case WM_DISPLAYCHANGE:
 | ||
| 		{
 | ||
| 			// 重绘客户区
 | ||
| 			InvalidateRect(hWnd, NULL, FALSE);
 | ||
| 		}
 | ||
| 		result = 0;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 重绘窗口
 | ||
| 		case WM_PAINT:
 | ||
| 		{
 | ||
| 			pEApp->_onRender();
 | ||
| 			ValidateRect(hWnd, NULL);
 | ||
| 		}
 | ||
| 		result = 0;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 窗口激活消息
 | ||
| 		case WM_ACTIVATE:
 | ||
| 		{
 | ||
| 			if (LOWORD(wParam) == WA_INACTIVE)
 | ||
| 			{
 | ||
| 				if (pEApp->getCurrentScene() && 
 | ||
| 					pEApp->getCurrentScene()->onInactive() &&
 | ||
| 					pEApp->onInactive())
 | ||
| 				{
 | ||
| 					pEApp->m_bPaused = true;
 | ||
| 				}
 | ||
| 			}
 | ||
| 			else
 | ||
| 			{
 | ||
| 				if (pEApp->getCurrentScene() && 
 | ||
| 					pEApp->getCurrentScene()->onActivate() &&
 | ||
| 					pEApp->onActivate())
 | ||
| 				{
 | ||
| 					pEApp->m_bPaused = false;
 | ||
| 				}
 | ||
| 			}
 | ||
| 		}
 | ||
| 		result = 1;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 窗口关闭消息
 | ||
| 		case WM_CLOSE:
 | ||
| 		{
 | ||
| 			if (!pEApp->getCurrentScene())
 | ||
| 			{
 | ||
| 				if (pEApp->onCloseWindow())
 | ||
| 				{
 | ||
| 					DestroyWindow(hWnd);
 | ||
| 				}
 | ||
| 			}
 | ||
| 			else 
 | ||
| 			{
 | ||
| 				if (pEApp->getCurrentScene()->onCloseWindow() &&
 | ||
| 					pEApp->onCloseWindow())
 | ||
| 				{
 | ||
| 					DestroyWindow(hWnd);
 | ||
| 				}
 | ||
| 			}
 | ||
| 		}
 | ||
| 		result = 1;
 | ||
| 		break;
 | ||
| 
 | ||
| 		// 窗口被销毁
 | ||
| 		case WM_DESTROY:
 | ||
| 		{
 | ||
| 			// 退出程序
 | ||
| 			pEApp->quit();
 | ||
| 			// 发送退出消息
 | ||
| 			PostQuitMessage(0);
 | ||
| 		}
 | ||
| 		result = 1;
 | ||
| 		break;
 | ||
| 
 | ||
| 		default:
 | ||
| 			result = DefWindowProc(hWnd, message, wParam, lParam);
 | ||
| 		}
 | ||
| 	}
 | ||
| 
 | ||
| 	return result;
 | ||
| }
 |