Magic_Game/Easy2D/Base/App.cpp

401 lines
7.6 KiB
C++

#include "..\easy2d.h"
#include "..\EasyX\easyx.h"
#include <time.h>
#include <assert.h>
#include <imm.h>
#pragma comment(lib, "imm32.lib")
#include <mmsystem.h>
#pragma comment(lib, "winmm.lib")
// App 的唯一实例
static App * s_pInstance = nullptr;
// 坐标原点的物理坐标
static int originX = 0;
static int originY = 0;
App::App() :
m_CurrentScene(nullptr),
m_NextScene(nullptr),
m_bRunning(false),
m_nWindowMode(0)
{
assert(!s_pInstance); // 不能同时存在两个 App 实例
s_pInstance = this; // 保存实例对象
setFPS(60); // 默认 FPS 为 60
}
App::~App()
{
destory(); // 销毁 App
}
App * App::get()
{
assert(s_pInstance); // 断言实例存在
return s_pInstance; // 获取 App 的唯一实例
}
void App::setOrigin(int originX, int originY)
{
::originX = originX;
::originY = originY;
setorigin(originX, originY);
}
int App::getOriginX()
{
return ::originX;
}
int App::getOriginY()
{
return ::originY;
}
int App::run()
{
// 开启批量绘图
BeginBatchDraw();
// 修改时间精度
timeBeginPeriod(1);
// 获取 CPU 每秒滴答声个数
LARGE_INTEGER freq;
QueryPerformanceFrequency(&freq);
// 创建时间变量
LARGE_INTEGER nLast;
LARGE_INTEGER nNow;
// 记录当前时间
QueryPerformanceCounter(&nLast);
// 时间间隔
LONGLONG interval = 0LL;
// 挂起时长
LONG waitMS = 0L;
// 将隐藏的窗口显示
ShowWindow(GetHWnd(), SW_NORMAL);
// 运行游戏
m_bRunning = true;
// 进入主循环
while (m_bRunning)
{
// 获取当前时间
QueryPerformanceCounter(&nNow);
// 计算时间间隔
interval = nNow.QuadPart - nLast.QuadPart;
// 判断间隔时间是否足够
if (interval >= m_nAnimationInterval.QuadPart)
{
// 记录当前时间
nLast.QuadPart = nNow.QuadPart;
// 执行游戏逻辑
_mainLoop();
}
else
{
// 计算挂起时长
waitMS = LONG((m_nAnimationInterval.QuadPart - interval) * 1000LL / freq.QuadPart) - 1L;
// 挂起线程,释放 CPU 占用
if (waitMS > 1L)
Sleep(waitMS);
}
}
// 停止批量绘图
EndBatchDraw();
// 关闭窗口
close();
// 释放所有内存占用
destory();
// 重置时间精度
timeEndPeriod(1);
return 0;
}
void App::_initGraph()
{
// 创建绘图环境
initgraph(m_Size.cx, m_Size.cy, m_nWindowMode);
// 隐藏当前窗口(防止在加载阶段显示黑窗口)
ShowWindow(GetHWnd(), SW_HIDE);
// 获取屏幕分辨率
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
int screenHeight = GetSystemMetrics(SM_CYSCREEN);
// 获取窗口大小
CRect rcWindow;
GetWindowRect(GetHWnd(), &rcWindow);
// 设置窗口在屏幕居中
SetWindowPos(GetHWnd(), HWND_TOP,
(screenWidth - rcWindow.Size().cx) / 2,
(screenHeight - rcWindow.Size().cy) / 2,
rcWindow.Size().cx,
rcWindow.Size().cy,
SWP_HIDEWINDOW | SWP_NOACTIVATE | SWP_NOSIZE);
// 禁用输入法
ImmAssociateContext(GetHWnd(), NULL);
// 重置绘图环境
reset();
// 设置窗口标题
if (m_sTitle.empty())
{
// 保存当前标题
TCHAR title[31];
GetWindowText(GetHWnd(), title, 30);
m_sTitle = title;
m_sAppName = title;
}
else
{
setWindowTitle(m_sTitle);
}
}
void App::_mainLoop()
{
// 下一场景指针不为空时,切换场景
if (m_NextScene)
{
// 执行当前场景的 onExit 函数
if (m_CurrentScene)
{
m_CurrentScene->onExit();
}
// 进入下一场景
_enterNextScene();
// 执行当前场景的 onEnter 函数
m_CurrentScene->onEnter();
}
// 断言当前场景非空
assert(m_CurrentScene);
cleardevice(); // 清空画面
m_CurrentScene->_onDraw(); // 绘制当前场景
FlushBatchDraw(); // 刷新画面
// 其他执行程序
MouseMsg::__exec(); // 鼠标检测
KeyMsg::__exec(); // 键盘按键检测
Timer::__exec(); // 定时器执行程序
ActionManager::__exec(); // 动作管理器执行程序
FreePool::__flush(); // 刷新内存池
}
void App::createWindow(int width, int height, int mode)
{
// 保存窗口信息
m_Size.cx = width;
m_Size.cy = height;
m_nWindowMode = mode;
// 创建窗口
_initGraph();
}
void App::createWindow(CSize size, int mode)
{
createWindow(size.cx, size.cy, mode);
}
void App::createWindow(TString title, int width, int height, int mode)
{
// 保存窗口信息
m_Size.cx = width;
m_Size.cy = height;
m_nWindowMode = mode;
m_sTitle = title;
if (m_sAppName.empty()) m_sAppName = title;
// 创建窗口
_initGraph();
}
void App::createWindow(TString title, CSize size, int mode)
{
createWindow(title, size.cx, size.cy, mode);
}
void App::setWindowSize(int width, int height)
{
// 游戏正在运行时才允许修改窗口大小
assert(s_pInstance->m_bRunning);
// 获取屏幕分辨率
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
int screenHeight = GetSystemMetrics(SM_CYSCREEN);
// 获取窗口大小(包含菜单栏)
CRect rcWindow;
GetWindowRect(GetHWnd(), &rcWindow);
// 获取客户区大小
CRect rcClient;
GetClientRect(GetHWnd(), &rcClient);
// 计算边框大小
width += (rcWindow.right - rcWindow.left) - (rcClient.right - rcClient.left);
height += (rcWindow.bottom - rcWindow.top) - (rcClient.bottom - rcClient.top);
// 销毁当前窗口
// DestroyWindow(GetHWnd());/* 无法操作多线程导致失效 */
// 修改窗口大小,并设置窗口在屏幕居中
SetWindowPos(GetHWnd(), HWND_TOP,
(screenWidth - width) / 2,
(screenHeight - height) / 2,
width,
height,
SWP_SHOWWINDOW);
// 重置窗口属性
reset();
}
void App::setWindowSize(CSize size)
{
setWindowSize(size.cx, size.cy);
}
void App::setWindowTitle(TString title)
{
// 设置窗口标题
SetWindowText(GetHWnd(), title.c_str());
// 保存当前标题,用于修改窗口大小时恢复标题
s_pInstance->m_sTitle = title;
}
TString App::getWindowTitle()
{
return s_pInstance->m_sTitle;
}
void App::close()
{
closegraph(); // 关闭绘图环境
}
void App::enterScene(Scene * scene, bool save)
{
// 保存下一场景的指针
s_pInstance->m_NextScene = scene;
// 切换场景时,是否保存当前场景
s_pInstance->m_bSaveScene = save;
}
void App::backScene()
{
// 从栈顶取出场景指针,作为下一场景
s_pInstance->m_NextScene = s_pInstance->m_SceneStack.top();
// 不保存当前场景
s_pInstance->m_bSaveScene = false;
}
void App::clearScene()
{
// 清空场景栈
while (s_pInstance->m_SceneStack.size())
{
auto temp = s_pInstance->m_SceneStack.top();
SafeDelete(temp);
s_pInstance->m_SceneStack.pop();
}
}
void App::setAppName(TString appname)
{
s_pInstance->m_sAppName = appname;
}
TString App::getAppName()
{
return s_pInstance->m_sAppName;
}
void App::setBkColor(COLORREF color)
{
setbkcolor(color);
}
void App::_enterNextScene()
{
// 若下一场景处于栈顶,说明正在返回上一场景
if (m_SceneStack.size() && m_NextScene == m_SceneStack.top())
{
m_SceneStack.pop(); // 删除栈顶场景
}
if (m_bSaveScene)
{
m_SceneStack.push(m_CurrentScene); // 若要保存当前场景,把它的指针放到栈顶
}
else
{
SafeDelete(m_CurrentScene); // 否则删除当前场景
}
m_CurrentScene = m_NextScene; // 切换场景
m_NextScene = nullptr; // 下一场景置空
}
void App::quit()
{
s_pInstance->m_bRunning = false;
}
void App::end()
{
s_pInstance->m_bRunning = false;
}
void App::reset()
{
// 重置绘图环境
graphdefaults();
setbkmode(TRANSPARENT);
setbkcolor(Color::black);
}
Scene * App::getCurrentScene()
{
// 获取当前场景的指针
return s_pInstance->m_CurrentScene;
}
void App::setFPS(DWORD fps)
{
// 设置画面帧率,以毫秒为单位
LARGE_INTEGER nFreq;
QueryPerformanceFrequency(&nFreq);
s_pInstance->m_nAnimationInterval.QuadPart = (LONGLONG)(1.0 / fps * nFreq.QuadPart);
}
int App::getWidth()
{
return s_pInstance->m_Size.cx;
}
int App::getHeight()
{
return s_pInstance->m_Size.cy;
}
void App::free()
{
// 释放场景内存
SafeDelete(m_CurrentScene);
SafeDelete(m_NextScene);
// 清空场景栈
while (m_SceneStack.size())
{
auto temp = m_SceneStack.top();
SafeDelete(temp);
m_SceneStack.pop();
}
// 删除所有定时器
Timer::clearAllTimers();
MouseMsg::clearAllListeners();
KeyMsg::clearAllListeners();
ActionManager::clearAllActions();
// 删除所有对象
FreePool::__clearAllObjects();
}
void App::destory()
{
// 释放所有内存
s_pInstance->free();
// 实例指针置空
delete s_pInstance;
s_pInstance = nullptr;
}