Magic_Game/src/core/Application.cpp

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// Copyright (c) 2016-2018 Easy2D - 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.
#include "Application.h"
#include "logs.h"
#include "modules.h"
#include "Factory.h"
#include "Event.hpp"
#include "Scene.h"
#include "DebugNode.h"
#include "Transition.h"
#include <windowsx.h>
#include <imm.h>
#include <iostream>
#pragma comment (lib ,"imm32.lib")
namespace easy2d
{
Application::Application(String const& app_name)
: debug_(false)
, curr_scene_(nullptr)
, next_scene_(nullptr)
, transition_(nullptr)
, time_scale_(1.f)
, app_name_(app_name)
{
::CoInitialize(nullptr);
}
Application::~Application()
{
::CoUninitialize();
}
void Application::Init(const Options& options)
{
debug_ = options.debug;
// show console if debug mode enabled
if (debug_ && !::GetConsoleWindow())
{
if (!::AllocConsole())
{
E2D_WARNING_LOG(L"AllocConsole failed");
}
else
{
HWND console = ::GetConsoleWindow();
FILE * dummy;
freopen_s(&dummy, "CONOUT$", "w+t", stdout);
freopen_s(&dummy, "CONIN$", "r+t", stdin);
freopen_s(&dummy, "CONOUT$", "w+t", stderr);
(void)dummy;
std::cout.clear();
std::wcout.clear();
std::cin.clear();
std::wcin.clear();
std::cerr.clear();
std::wcerr.clear();
// disable the close button of console
if (console)
{
HMENU hmenu = ::GetSystemMenu(console, FALSE);
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
}
}
}
ThrowIfFailed(
Factory::Instance()->Init(debug_)
);
ThrowIfFailed(
Window::Instance()->Init(
options.title,
options.width,
options.height,
options.icon,
options.fullscreen,
Application::WndProc,
debug_
)
);
HWND hwnd = Window::Instance()->GetHandle();
ThrowIfFailed(
RenderSystem::Instance()->Init(
hwnd,
options.vsync,
debug_
)
);
ThrowIfFailed(
Input::Instance()->Init(
hwnd,
debug_
)
);
ThrowIfFailed(
Audio::Instance()->Init(debug_)
);
OnStart();
// disable imm
::ImmAssociateContext(hwnd, nullptr);
// use Application instance in message loop
::SetWindowLongPtr(hwnd, GWLP_USERDATA, LONG_PTR(this));
}
void Application::Run()
{
HWND hwnd = Window::Instance()->GetHandle();
if (hwnd)
{
Window::Instance()->Prepare();
MSG msg = {};
while (::GetMessageW(&msg, nullptr, 0, 0))
{
::TranslateMessage(&msg);
::DispatchMessageW(&msg);
}
}
}
void Application::Quit()
{
Window::Instance()->Destroy();
}
void Application::Destroy()
{
transition_ = nullptr;
next_scene_ = nullptr;
curr_scene_ = nullptr;
}
void Application::EnterScene(ScenePtr const & scene)
{
E2D_ASSERT(scene && "Application::EnterScene failed, NULL pointer exception");
if (curr_scene_ == scene || next_scene_ == scene)
return;
next_scene_ = scene;
}
void Application::EnterScene(ScenePtr const& scene, TransitionPtr const& transition)
{
EnterScene(scene);
if (transition && next_scene_)
{
if (transition_)
{
transition_->Stop();
}
transition_ = transition;
transition_->Init(curr_scene_, next_scene_);
}
}
ScenePtr const& Application::GetCurrentScene()
{
return curr_scene_;
}
void Application::SetTimeScale(float scale)
{
time_scale_ = scale;
}
void Application::Update()
{
static auto last = time::Now();
const auto now = time::Now();
const auto dt = (now - last) * time_scale_;
last = now;
if (transition_)
{
transition_->Update(dt);
if (transition_->IsDone())
transition_ = nullptr;
}
if (next_scene_ && !transition_)
{
if (curr_scene_)
{
curr_scene_->OnExit();
}
next_scene_->OnEnter();
curr_scene_ = next_scene_;
next_scene_ = nullptr;
}
OnUpdate(dt);
if (curr_scene_)
curr_scene_->Update(dt);
if (next_scene_)
next_scene_->Update(dt);
if (debug_)
DebugNode::Instance()->Update(dt);
}
void Application::Render(HWND hwnd)
{
auto rt = RenderSystem::Instance();
ThrowIfFailed(
rt->BeginDraw(hwnd)
);
if (transition_)
{
transition_->Render();
}
else if (curr_scene_)
{
curr_scene_->Render();
}
if (debug_)
DebugNode::Instance()->Render();
ThrowIfFailed(
rt->EndDraw()
);
::InvalidateRect(hwnd, NULL, FALSE);
}
LRESULT CALLBACK Application::WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
{
Application * app = reinterpret_cast<Application*>(
static_cast<LONG_PTR>(::GetWindowLongPtrW(hwnd, GWLP_USERDATA))
);
if (!app)
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
switch (msg)
{
case WM_PAINT:
{
app->Update();
app->Render(hwnd);
Input::Instance()->Update();
return 0;
}
break;
case WM_KEYDOWN:
case WM_KEYUP:
{
Input::Instance()->UpdateKey((int)wparam, (msg == WM_KEYDOWN) ? true : false);
if (!app->transition_ && app->curr_scene_)
{
Event evt((msg == WM_KEYDOWN) ? KeyboardEvent::Down : KeyboardEvent::Up);
evt.key.code = static_cast<int>(wparam);
evt.key.count = static_cast<int>(lparam & 0xFF);
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_LBUTTONUP:
case WM_LBUTTONDOWN:
//case WM_LBUTTONDBLCLK:
case WM_MBUTTONUP:
case WM_MBUTTONDOWN:
//case WM_MBUTTONDBLCLK:
case WM_RBUTTONUP:
case WM_RBUTTONDOWN:
//case WM_RBUTTONDBLCLK:
case WM_MOUSEMOVE:
case WM_MOUSEWHEEL:
{
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONUP) { Input::Instance()->UpdateKey(VK_LBUTTON, (msg == WM_LBUTTONDOWN) ? true : false); }
else if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONUP) { Input::Instance()->UpdateKey(VK_RBUTTON, (msg == WM_RBUTTONDOWN) ? true : false); }
else if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONUP) { Input::Instance()->UpdateKey(VK_MBUTTON, (msg == WM_MBUTTONDOWN) ? true : false); }
if (!app->transition_ && app->curr_scene_)
{
Event evt;
evt.mouse.x = static_cast<float>(GET_X_LPARAM(lparam));
evt.mouse.y = static_cast<float>(GET_Y_LPARAM(lparam));
evt.mouse.left_btn_down = !!(wparam & MK_LBUTTON);
evt.mouse.left_btn_down = !!(wparam & MK_RBUTTON);
if (msg == WM_MOUSEMOVE) { evt.type = MouseEvent::Move; }
else if (msg == WM_LBUTTONDOWN || msg == WM_RBUTTONDOWN || msg == WM_MBUTTONDOWN) { evt.type = MouseEvent::Down; }
else if (msg == WM_LBUTTONUP || msg == WM_RBUTTONUP || msg == WM_MBUTTONUP) { evt.type = MouseEvent::Up; }
else if (msg == WM_MOUSEWHEEL) { evt.type = MouseEvent::Wheel; evt.mouse.wheel = GET_WHEEL_DELTA_WPARAM(wparam) / (float)WHEEL_DELTA; }
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONUP) { evt.mouse.button = MouseButton::Left; }
else if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONUP) { evt.mouse.button = MouseButton::Right; }
else if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONUP) { evt.mouse.button = MouseButton::Middle; }
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SIZE:
{
UINT width = LOWORD(lparam);
UINT height = HIWORD(lparam);
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// Ŀ<><C4BF><EFBFBD>Ĵ<EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD>ܣ<EFBFBD><DCA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD><D4BA><EFBFBD><EFBFBD>п<EFBFBD><D0BF>ܵ<EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>ε<EFBFBD><CEB5><EFBFBD> EndDraw ʱ<><CAB1><EFBFBD><EFBFBD>
RenderSystem::Instance()->Resize(width, height);
if (SIZE_MAXHIDE == wparam || SIZE_MINIMIZED == wparam)
{
E2D_LOG(L"Window minimized");
}
else
{
E2D_LOG(L"Window resized");
if (app->curr_scene_)
{
Event evt(WindowEvent::Resized);
evt.win.width = static_cast<int>(width);
evt.win.height = static_cast<int>(height);
app->curr_scene_->Dispatch(evt);
}
Window::Instance()->UpdateWindowRect();
}
}
break;
case WM_MOVE:
{
if (app->curr_scene_)
{
int x = (int)(short)LOWORD(lparam);
int y = (int)(short)HIWORD(lparam);
Event evt(WindowEvent::Moved);
evt.win.x = x;
evt.win.y = y;
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_ACTIVATE:
{
bool active = (LOWORD(wparam) != WA_INACTIVE);
E2D_LOG(active ? L"Window activated" : L"Window deactivated");
Window::Instance()->SetActive(active);
if (app->curr_scene_)
{
Event evt(WindowEvent::FocusChanged);
evt.win.focus = active;
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SETTEXT:
{
E2D_LOG(L"Window title changed");
if (app->curr_scene_)
{
Event evt(WindowEvent::TitleChanged);
evt.win.title = reinterpret_cast<const wchar_t*>(lparam);
app->curr_scene_->Dispatch(evt);
}
}
break;
case WM_SETICON:
{
E2D_LOG(L"Window icon changed");
}
break;
case WM_DISPLAYCHANGE:
{
E2D_LOG(L"The display resolution has changed");
::InvalidateRect(hwnd, nullptr, FALSE);
}
break;
case WM_CLOSE:
{
E2D_LOG(L"Window is closing");
if (app->OnClosing())
{
Window::Instance()->Destroy();
}
return 0;
}
break;
case WM_DESTROY:
{
E2D_LOG(L"Window was destroyed");
if (app->curr_scene_)
{
Event evt(WindowEvent::Closed);
app->curr_scene_->Dispatch(evt);
}
app->OnDestroy();
::PostQuitMessage(0);
return 0;
}
break;
}
return ::DefWindowProcW(hwnd, msg, wparam, lparam);
}
}