Magic_Game/core/Base/Game.cpp

130 lines
2.3 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dmanager.h"
#include "..\e2dtool.h"
#include <thread>
e2d::Game * e2d::Game::_instance = nullptr;
e2d::Game::Game()
: _quit(true)
, _paused(false)
, _config()
{
CoInitialize(nullptr);
}
e2d::Game::~Game()
{
CoUninitialize();
}
e2d::Game * e2d::Game::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) Game;
return _instance;
}
void e2d::Game::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
void e2d::Game::start()
{
_quit = false;
const int minInterval = 5;
Time last = Time::now();
HWND hWnd = Window::getInstance()->getHWnd();
::ShowWindow(hWnd, SW_SHOWNORMAL);
::UpdateWindow(hWnd);
Window::getInstance()->poll();
SceneManager::getInstance()->update();
while (!_quit)
{
auto now = Time::now();
auto dur = now - last;
if (dur.milliseconds() > minInterval)
{
last = now;
Input::getInstance()->update();
Timer::getInstance()->update();
ActionManager::getInstance()->update();
SceneManager::getInstance()->update();
Renderer::getInstance()->render();
Window::getInstance()->poll();
GC::getInstance()->flush();
}
else
{
// ID2D1HwndRenderTarget 在渲染时会等待显示器刷新,即开启了垂直同步,
// 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。
// 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 。
int wait = minInterval - dur.milliseconds();
if (wait > 1)
{
std::this_thread::sleep_for(std::chrono::milliseconds(wait));
}
}
}
}
void e2d::Game::pause()
{
_paused = true;
}
void e2d::Game::resume()
{
if (_paused && !_quit)
{
Timer::getInstance()->updateTime();
ActionManager::getInstance()->updateTime();
}
_paused = false;
}
bool e2d::Game::isPaused()
{
return _paused;
}
void e2d::Game::setConfig(const Config& config)
{
if (_config.isSoundEnabled() != config.isSoundEnabled())
{
if (config.isSoundEnabled())
Player::getInstance()->getXAudio2()->StartEngine();
else
Player::getInstance()->getXAudio2()->StopEngine();
}
_config = config;
}
const e2d::Config& e2d::Game::getConfig()
{
return _config;
}
void e2d::Game::quit()
{
_quit = true;
}
void e2d::Game::cleanup()
{
GC::getInstance()->clear();
Image::clearCache();
Player::getInstance()->clearCache();
}