Magic_Game/core/Win/winbase.cpp

137 lines
2.9 KiB
C++

#include "winbase.h"
static HWND s_HWnd = nullptr;
static ID2D1Factory * s_pDirect2dFactory = nullptr;
static ID2D1HwndRenderTarget * s_pRenderTarget = nullptr;
static ID2D1SolidColorBrush * s_pSolidBrush = nullptr;
static IWICImagingFactory * s_pIWICFactory = nullptr;
static IDWriteFactory * s_pDWriteFactory = nullptr;
static LARGE_INTEGER s_tNow;
static LARGE_INTEGER s_tFreq;
HWND &GetHWnd()
{
return s_HWnd;
}
ID2D1Factory * &GetFactory()
{
if (!s_pDirect2dFactory)
{
// 创建设备无关资源,它们的生命周期和程序的时长相同
HRESULT hr = S_OK;
// 创建一个 Direct2D 工厂
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &s_pDirect2dFactory);
ASSERT(SUCCEEDED(hr), "Create Device Independent Resources Failed!");
}
return s_pDirect2dFactory;
}
ID2D1HwndRenderTarget * &GetRenderTarget()
{
if (!s_pRenderTarget)
{
// 创建设备相关资源。这些资源应在 Direct3D 设备消失时重建,
// 比如当 isVisiable 被修改,等等
RECT rc;
GetClientRect(GetHWnd(), &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
// 创建一个 Direct2D 渲染目标
HRESULT hr;
hr = GetFactory()->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(
GetHWnd(),
size),
&s_pRenderTarget
);
ASSERT(SUCCEEDED(hr), "Create Render Target Failed! Maybe you should initalize EApp first.");
}
return s_pRenderTarget;
}
IWICImagingFactory * &GetImagingFactory()
{
if (!s_pIWICFactory)
{
// 创建 WIC 绘图工厂,用于统一处理各种格式的图片
HRESULT hr = CoCreateInstance(
CLSID_WICImagingFactory,
NULL,
CLSCTX_INPROC_SERVER,
IID_IWICImagingFactory,
reinterpret_cast<void**>(&s_pIWICFactory)
);
ASSERT(SUCCEEDED(hr), "Create WICImagingFactory Failed!");
}
return s_pIWICFactory;
}
IDWriteFactory * &GetDirectWriteFactory()
{
if (!s_pDWriteFactory)
{
// 创建 DirectWrite 工厂
HRESULT hr = DWriteCreateFactory(
DWRITE_FACTORY_TYPE_SHARED,
__uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(&s_pDWriteFactory)
);
ASSERT(SUCCEEDED(hr), "Create DirectWrite Factory Failed!");
}
return s_pDWriteFactory;
}
ID2D1SolidColorBrush * &GetSolidColorBrush()
{
if (!s_pSolidBrush)
{
HRESULT hr;
hr = GetRenderTarget()->CreateSolidColorBrush(
D2D1::ColorF(D2D1::ColorF::White),
&s_pSolidBrush
);
ASSERT(SUCCEEDED(hr), "Create Solid Color Brush Failed!");
}
return s_pSolidBrush;
}
LARGE_INTEGER &GetFreq()
{
if (s_tFreq.QuadPart == 0)
{
QueryPerformanceFrequency(&s_tFreq); // 获取时钟频率
}
return s_tFreq;
}
LARGE_INTEGER &GetNow()
{
return s_tNow;
}
bool IsIntervalFull(const LARGE_INTEGER& tLast, const LARGE_INTEGER& tInterval)
{
return (s_tNow.QuadPart - tLast.QuadPart) >= tInterval.QuadPart;
}
LONGLONG ToMilliseconds(LONGLONG tLast)
{
return tLast * 1000LL / GetFreq().QuadPart;
}
void SetInterval(LARGE_INTEGER& nInterval, LONGLONG nIntervalMS)
{
nInterval.QuadPart = static_cast<LONGLONG>(GetFreq().QuadPart * nIntervalMS / 1000.0);
}