Magic_Game/src/kiwano/platform/Application.h

120 lines
2.7 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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.
#pragma once
#include "../core/core.h"
#include "../base/time.h"
#include "../base/Component.h"
#include "../base/Event.hpp"
#include "../base/Window.h"
#include "../renderer/Renderer.h"
namespace kiwano
{
struct Config
{
WindowConfig window; // 窗口设置
RenderConfig render; // 渲染设置
bool debug; // 调试模式
Config(
String const& title = L"Kiwano Game",
UInt32 width = 640,
UInt32 height = 480,
UInt32 icon = 0
);
Config(
WindowConfig const& wnd_config,
RenderConfig const& render_config = RenderConfig()
);
};
// 应用
class KGE_API Application
: protected noncopyable
{
public:
Application();
virtual ~Application();
// 初始化
void Init(
Config const& config = Config()
);
// 初始化成功时
virtual void OnReady() {}
// 窗口关闭时
virtual bool OnClosing() { return true; }
// 销毁时
virtual void OnDestroy() {}
// 运行
void Run();
// 结束
void Quit();
// 销毁
void Destroy();
// 添加组件
void Use(
ComponentBase* component
);
// 设置时间缩放因子
void SetTimeScale(
Float32 scale_factor
);
// 分发事件
void DispatchEvent(Event& evt);
// 在 Kiwano 主线程中执行函数
// 当在其他线程调用 Kiwano 函数时使用
static void PreformInMainThread(
Function<void()> Function
);
protected:
void Render();
void Update();
static LRESULT CALLBACK WndProc(HWND, UInt32, WPARAM, LPARAM);
protected:
bool end_;
bool inited_;
Float32 time_scale_;
Vector<ComponentBase*> comps_;
Vector<RenderComponent*> render_comps_;
Vector<UpdateComponent*> update_comps_;
Vector<EventComponent*> event_comps_;
};
}