130 lines
2.3 KiB
C++
130 lines
2.3 KiB
C++
#include "..\e2dbase.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::Game()
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: _quit(true)
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, _paused(false)
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, _config()
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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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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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void e2d::Game::start()
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{
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_quit = false;
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const int minInterval = 5;
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Time last = Time::now();
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HWND hWnd = Window::getInstance()->getHWnd();
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::ShowWindow(hWnd, SW_SHOWNORMAL);
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::UpdateWindow(hWnd);
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Window::getInstance()->poll();
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SceneManager::getInstance()->update();
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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::getInstance()->update();
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Timer::getInstance()->update();
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ActionManager::getInstance()->update();
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SceneManager::getInstance()->update();
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Renderer::getInstance()->render();
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Window::getInstance()->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 在渲染时会等待显示器刷新,即开启了垂直同步,
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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::setConfig(const Config& config)
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{
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if (_config.isSoundEnabled() != config.isSoundEnabled())
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{
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if (config.isSoundEnabled())
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Player::getInstance()->getXAudio2()->StartEngine();
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else
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Player::getInstance()->getXAudio2()->StopEngine();
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}
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_config = config;
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}
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const e2d::Config& e2d::Game::getConfig()
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{
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return _config;
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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::cleanup()
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{
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GC::getInstance()->clear();
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Image::clearCache();
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Player::getInstance()->clearCache();
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}
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