Magic_Game/core/base/Game.cpp

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// 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.
#include "Game.h"
#include "logs.h"
#include "input.h"
#include "audio.h"
#include "modules.h"
#include "Factory.h"
#include "Scene.h"
#include "Transition.h"
#include "Debuger.h"
#include "../math/Matrix.hpp"
#include <thread>
#include <imm.h>
#pragma comment (lib ,"imm32.lib")
namespace easy2d
{
Game::Game()
: curr_scene_(nullptr)
, next_scene_(nullptr)
, transition_(nullptr)
, debug_enabled_(false)
, initialized_(false)
, hwnd_(nullptr)
, window_inactived_(false)
{
::CoInitialize(nullptr);
}
Game::Game(Options const & options)
: Game()
{
Init(options);
}
Game::~Game()
{
::CoUninitialize();
}
void Game::Init(const Options& options)
{
if (initialized_)
return;
debug_enabled_ = options.debug;
Window::Instance()->Init(
options.title,
options.width,
options.height,
options.icon,
Game::WndProc,
debug_enabled_
);
const auto window = Window::Instance();
hwnd_ = window->GetHandle();
::SetWindowLongW(hwnd_, GWLP_USERDATA, PtrToUlong(this));
Factory::Instance()->Init(debug_enabled_);
devices::Graphics::Instance()->Init(hwnd_, options.graphics_options, debug_enabled_);
devices::Input::Instance()->Init(hwnd_, window->GetContentScaleX(), window->GetContentScaleY(), debug_enabled_);
devices::Audio::Instance()->Init(debug_enabled_);
// disable imm
::ImmAssociateContext(hwnd_, nullptr);
HWND console = ::GetConsoleWindow();
if (debug_enabled_)
{
if (console == nullptr)
{
if (::AllocConsole())
{
console = ::GetConsoleWindow();
FILE * stdoutStream, *stdinStream, *stderrStream;
freopen_s(&stdoutStream, "conout$", "w+t", stdout);
freopen_s(&stdinStream, "conin$", "r+t", stdin);
freopen_s(&stderrStream, "conout$", "w+t", stderr);
}
}
}
else
{
if (console)
{
::ShowWindow(console, SW_HIDE);
}
}
if (console)
{
// disable the close button of console
HMENU hmenu = ::GetSystemMenu(console, FALSE);
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
}
initialized_ = true;
}
void Game::Run()
{
if (next_scene_)
{
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
::ShowWindow(hwnd_, SW_SHOWNORMAL);
::UpdateWindow(hwnd_);
MSG msg = {};
while (::GetMessageW(&msg, nullptr, 0, 0))
{
::TranslateMessage(&msg);
::DispatchMessageW(&msg);
}
}
void Game::Quit()
{
::DestroyWindow(hwnd_);
}
bool Game::EnterScene(spScene const & scene)
{
if (!scene)
{
logs::Warningln("Game::EnterScene failed, scene is nullptr");
return false;
}
if (curr_scene_ == scene ||
next_scene_ == scene)
return false;
next_scene_ = scene;
return true;
}
bool Game::EnterScene(spScene const& scene, spTransition const& transition)
{
if (!EnterScene(scene))
return false;
if (transition)
{
if (transition_)
{
transition_->Stop();
}
transition_ = transition;
transition_->Init(curr_scene_, next_scene_);
}
return true;
}
spScene const& Game::GetCurrentScene()
{
return curr_scene_;
}
void Game::Update()
{
static auto last = time::Now();
const auto now = time::Now();
const auto dt = now - last;
last = now;
devices::Input::Instance()->Update();
if (curr_scene_)
curr_scene_->Update(dt);
if (next_scene_)
next_scene_->Update(dt);
if (debug_enabled_)
Debuger::Instance()->Update(dt);
if (transition_)
{
transition_->Update(dt);
if (transition_->IsDone())
transition_ = nullptr;
else
return;
}
if (next_scene_)
{
if (curr_scene_)
{
curr_scene_->OnExit();
}
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
}
void Game::Render()
{
auto graphics = devices::Graphics::Instance();
graphics->BeginDraw(hwnd_);
if (transition_)
{
transition_->Render();
}
else if (curr_scene_)
{
curr_scene_->Visit();
}
if (debug_enabled_)
{
graphics->SetTransform(math::Matrix());
graphics->SetOpacity(1.f);
if (curr_scene_)
{
curr_scene_->DrawBorder();
}
if (next_scene_)
{
next_scene_->DrawBorder();
}
Debuger::Instance()->Visit();
}
graphics->EndDraw();
if (!window_inactived_)
::InvalidateRect(hwnd_, NULL, FALSE);
}
void Game::Dispatch(MouseEvent const & e)
{
if (transition_)
return;
if (curr_scene_)
curr_scene_->Dispatch(e, false);
}
void Game::Dispatch(KeyEvent const & e)
{
if (transition_)
return;
if (curr_scene_)
curr_scene_->Dispatch(e, false);
}
LRESULT CALLBACK Game::WndProc(HWND hwnd, UINT msg, WPARAM w_param, LPARAM l_param)
{
LRESULT result = 0;
bool was_handled = false;
Game * game = reinterpret_cast<Game*>(
static_cast<LONG_PTR>(::GetWindowLongW(hwnd, GWLP_USERDATA))
);
switch (msg)
{
case WM_PAINT:
{
PAINTSTRUCT ps;
::BeginPaint(hwnd, &ps);
game->Update();
game->Render();
::EndPaint(hwnd, &ps);
}
result = 0;
was_handled = true;
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:
{
game->Dispatch(MouseEvent(msg, w_param, l_param));
}
result = 0;
was_handled = true;
break;
case WM_KEYDOWN:
case WM_KEYUP:
{
game->Dispatch(KeyEvent(msg, w_param, l_param));
}
result = 0;
was_handled = true;
break;
case WM_SIZE:
{
if (SIZE_MAXHIDE == w_param || SIZE_MINIMIZED == w_param)
game->window_inactived_ = true;
else
{
game->window_inactived_ = false;
::InvalidateRect(hwnd, nullptr, FALSE);
}
UINT width = LOWORD(l_param);
UINT height = HIWORD(l_param);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ε<EFBFBD><CEB5><EFBFBD> EndDraw ʱ<><CAB1><EFBFBD><EFBFBD>
devices::Graphics::Instance()->Resize(width, height);
}
break;
case WM_DISPLAYCHANGE:
{
::InvalidateRect(hwnd, nullptr, FALSE);
}
result = 0;
was_handled = true;
break;
case WM_CLOSE:
{
if (game->OnClose())
{
::DestroyWindow(hwnd);
}
}
result = 0;
was_handled = true;
break;
case WM_DESTROY:
{
game->OnExit();
::PostQuitMessage(0);
}
result = 1;
was_handled = true;
break;
}
if (!was_handled)
{
result = ::DefWindowProcW(hwnd, msg, w_param, l_param);
}
return result;
}
}