Magic_Game/core/e2dmodule.h

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#pragma once
#include "e2dimpl.h"
#include "e2dobject.h"
#include "e2dtransition.h"
namespace e2d
{
// 图形设备
class Graphics
{
public:
Graphics(
HWND hwnd
);
~Graphics();
// 开始渲染
void BeginDraw();
// 结束渲染
void EndDraw();
// 渲染调试信息
void DrawDebugInfo();
// 获取 ID2D1Factory 对象
ID2D1Factory * GetFactory() const;
// 获取 IWICImagingFactory 对象
IWICImagingFactory * GetImagingFactory() const;
// 获取 IDWriteFactory 对象
IDWriteFactory * GetWriteFactory() const;
// 获取 ID2D1HwndRenderTarget 对象
ID2D1HwndRenderTarget * GetRenderTarget() const;
// 获取 ID2D1SolidColorBrush 对象
ID2D1SolidColorBrush * GetSolidBrush() const;
// 获取文字渲染工具
E2DTextRender * GetTextRender() const;
// 获取 Miter 样式的 ID2D1StrokeStyle
ID2D1StrokeStyle * GetMiterStrokeStyle();
// 获取 Bevel 样式的 ID2D1StrokeStyle
ID2D1StrokeStyle * GetBevelStrokeStyle();
// 获取 Round 样式的 ID2D1StrokeStyle
ID2D1StrokeStyle * GetRoundStrokeStyle();
protected:
D2D1_COLOR_F clear_color_;
ID2D1Factory* factory_;
IWICImagingFactory* imaging_factory_;
IDWriteFactory* write_factory_;
ID2D1StrokeStyle* miter_stroke_style_;
ID2D1StrokeStyle* bevel_stroke_style_;
ID2D1StrokeStyle* round_stroke_style_;
E2DTextRender* text_renderer_;
IDWriteTextFormat* fps_text_format_;
IDWriteTextLayout* fps_text_layout_;
ID2D1SolidColorBrush* solid_brush_;
ID2D1HwndRenderTarget* render_target_;
};
// 输入设备
class Input
{
public:
Input(
HWND hwnd
);
~Input();
// 检测键盘某按键是否正被按下
bool IsDown(
KeyCode key
);
// 检测鼠标按键是否正被按下
bool IsDown(
MouseCode code
);
// 获得鼠标X轴坐标值
float GetMouseX();
// 获得鼠标Y轴坐标值
float GetMouseY();
// 获得鼠标坐标值
Point GetMousePos();
// 获得鼠标X轴坐标增量
float GetMouseDeltaX();
// 获得鼠标Y轴坐标增量
float GetMouseDeltaY();
// 获得鼠标Z轴鼠标滚轮坐标增量
float GetMouseDeltaZ();
// 刷新设备状态
void Flush();
protected:
IDirectInput8W * direct_input_;
IDirectInputDevice8W* keyboard_device_;
IDirectInputDevice8W* mouse_device_;
DIMOUSESTATE mouse_state_;
char key_buffer_[256];
};
// 音频设备
class Audio
{
public:
Audio();
~Audio();
// 开启设备
void Open();
// 关闭设备
void Close();
// 创建音源
HRESULT CreateVoice(
IXAudio2SourceVoice ** voice,
WAVEFORMATEX * wfx,
VoiceCallback * callback
);
protected:
IXAudio2 * x_audio2_;
IXAudio2MasteringVoice* mastering_voice_;
};
// 设备
class Device
{
public:
// 获取图形设备
static Graphics * GetGraphics();
// 获取输入设备
static Input * GetInput();
// 获取音频设备
static Audio * GetAudio();
// 初始化
static void Init(
HWND hwnd
);
// 销毁资源
static void Destroy();
};
// 启动选项
struct Options
{
String title; // 标题
int width; // 宽度
int height; // 高度
int icon; // 图标资源 ID
bool debug_mode; // 调试模式
Options()
: title(L"Easy2D Game")
, width(640)
, height(480)
, icon(0)
, debug_mode(false)
{
}
};
// 游戏控制器
class Game
{
public:
// 开始
virtual void Start() = 0;
// 运行
void Run(
const Options& options = Options()
);
// 结束
void Quit();
// 修改窗体大小
void SetSize(
int width, /* 窗体宽度 */
int height /* 窗体高度 */
);
// 设置窗体标题
void SetTitle(
const String& title /* 窗体标题 */
);
// 设置窗体图标
void SetIcon(
int resource_id /* 图标资源 ID */
);
// 获取窗体标题
const String& GetTitle() const;
// 获取窗体宽度
int GetWidth() const;
// 获取窗体高度
int GetHeight() const;
// 获取窗体大小
Size GetSize() const;
// 获取窗口句柄
HWND GetHWnd() const;
// 切换场景
void EnterScene(
Scene * scene, /* 场景 */
Transition * transition = nullptr /* 场景动画 */
);
// 获取当前场景
Scene * GetCurrentScene();
// 是否正在进行场景过渡
bool IsTransitioning() const;
// 更新场景内容
void UpdateScene();
// 渲染场景画面
void DrawScene();
// 获取实例
static Game * GetInstance();
protected:
Game();
~Game();
// 初始化
void Init();
// 根据客户区大小定位窗口
Rect Locate(
int width,
int height
);
// Win32 窗口消息回调程序
static LRESULT CALLBACK WndProc(
HWND hwnd,
UINT msg,
WPARAM w_param,
LPARAM l_param
);
protected:
HWND hwnd_;
String title_;
int width_;
int height_;
int icon_;
bool debug_mode_;
bool quit_;
Scene* curr_scene_;
Scene* next_scene_;
Transition* transition_;
};
}