838 lines
17 KiB
C++
838 lines
17 KiB
C++
#include "..\ebase.h"
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#include "..\Win\winbase.h"
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#include "..\emanagers.h"
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#include "..\enodes.h"
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#include "..\etransitions.h"
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#include <stack>
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#include <thread>
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#include <imm.h>
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#pragma comment (lib ,"imm32.lib")
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using namespace std::this_thread;
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using namespace std::chrono;
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// 唯一实例指针
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static e2d::EApp * s_pInstance = nullptr;
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// 场景栈
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static std::stack<e2d::EScene*> s_SceneStack;
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// 游戏开始时间
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static steady_clock::time_point s_tStart;
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e2d::EApp::EApp()
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: m_bEnd(false)
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, m_bPaused(false)
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, m_bManualPaused(false)
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, m_bTransitional(false)
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, m_bTopMost(false)
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, nAnimationInterval(17LL)
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, m_ClearColor(EColor::BLACK)
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, m_pCurrentScene(nullptr)
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, m_pNextScene(nullptr)
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{
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ASSERT(s_pInstance == nullptr, "EApp instance already exists!");
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s_pInstance = this; // 保存实例对象
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CoInitializeEx(NULL, COINIT_MULTITHREADED);
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}
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e2d::EApp::~EApp()
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{
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// 释放资源
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SafeReleaseInterface(&GetSolidColorBrush());
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SafeReleaseInterface(&GetRenderTarget());
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SafeReleaseInterface(&GetFactory());
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SafeReleaseInterface(&GetImagingFactory());
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SafeReleaseInterface(&GetDirectWriteFactory());
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CoUninitialize();
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}
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e2d::EApp * e2d::EApp::get()
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{
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ASSERT(s_pInstance != nullptr, "Nonexistent EApp instance.");
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return s_pInstance; // 获取 EApp 的唯一实例
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}
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bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height, bool showConsole /* = false */)
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{
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return init(title, width, height, EWindowStyle(), showConsole);
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}
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bool e2d::EApp::init(const EString &title, UINT32 width, UINT32 height, EWindowStyle wStyle, bool showConsole /* = false */)
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{
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HRESULT hr;
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// 显示或关闭控制台
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EApp::showConsole(showConsole);
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// 创建设备无关资源
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hr = _createDeviceIndependentResources();
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if (SUCCEEDED(hr))
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{
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// 注册窗口类
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WNDCLASSEX wcex = { sizeof(WNDCLASSEX) };
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UINT style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
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if (wStyle.m_bNoClose)
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{
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style |= CS_NOCLOSE;
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}
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wcex.style = style;
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wcex.lpfnWndProc = EApp::WndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = sizeof(LONG_PTR);
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wcex.hInstance = HINST_THISCOMPONENT;
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wcex.hbrBackground = (HBRUSH)(GetStockObject(BLACK_BRUSH));
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wcex.lpszMenuName = NULL;
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wcex.hCursor = LoadCursor(NULL, IDI_APPLICATION);
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wcex.lpszClassName = L"Easy2DApp";
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if (wStyle.m_pIconID)
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{
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wcex.hIcon = (HICON)::LoadImage(GetModuleHandle(NULL), wStyle.m_pIconID, IMAGE_ICON, 0, 0, LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_DEFAULTSIZE);
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}
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RegisterClassEx(&wcex);
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// Because the CreateWindow function takes its size in pixels,
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// obtain the system DPI and use it to scale the window size.
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FLOAT dpiX, dpiY;
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// The factory returns the current system DPI. This is also the value it will use
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// to create its own windows.
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GetFactory()->GetDesktopDpi(&dpiX, &dpiY);
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width = static_cast<UINT>(ceil(width * dpiX / 96.f));
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height = static_cast<UINT>(ceil(height * dpiY / 96.f));
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// 获取屏幕分辨率
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UINT screenWidth = static_cast<UINT>(GetSystemMetrics(SM_CXSCREEN));
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UINT screenHeight = static_cast<UINT>(GetSystemMetrics(SM_CYSCREEN));
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// 当输入的窗口大小比分辨率大时,给出警告
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WARN_IF(screenWidth < width || screenHeight < height, "The window is larger than screen!");
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width = min(width, screenWidth);
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height = min(height, screenHeight);
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// 创建窗口样式
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DWORD dwStyle = WS_OVERLAPPED | WS_SYSMENU;
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if (!wStyle.m_bNoMiniSize)
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{
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dwStyle |= WS_MINIMIZEBOX;
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}
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// 保存窗口是否置顶显示
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m_bTopMost = wStyle.m_bTopMost;
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// 保存窗口名称
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m_sTitle = title;
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// 创建窗口
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GetHWnd() = CreateWindow(
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L"Easy2DApp",
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m_sTitle.c_str(),
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dwStyle,
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0,
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0,
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width,
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height,
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NULL,
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NULL,
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HINST_THISCOMPONENT,
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this
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);
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hr = GetHWnd() ? S_OK : E_FAIL;
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if (SUCCEEDED(hr))
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{
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// 禁用输入法
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this->setKeyboardLayoutEnable(false);
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// 重设客户区大小
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this->setWindowSize(width, height);
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}
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else
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{
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UnregisterClass(L"E2DApp", HINST_THISCOMPONENT);
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}
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}
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if (FAILED(hr))
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{
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MessageBox(nullptr, L"Initialize Failed!", L"Error", MB_OK);
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}
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return SUCCEEDED(hr);
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}
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void e2d::EApp::pause()
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{
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EApp::get()->m_bManualPaused = true;
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}
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void e2d::EApp::resume()
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{
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if (isPaused())
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{
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EApp::get()->m_bPaused = false;
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EApp::get()->m_bManualPaused = false;
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// 刷新当前时间
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GetNow() = steady_clock::now();
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// 重置动画和定时器
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EActionManager::_resetAllActions();
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ETimerManager::_resetAllTimers();
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}
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}
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bool e2d::EApp::isPaused()
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{
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return s_pInstance->m_bPaused || s_pInstance->m_bManualPaused;
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}
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void e2d::EApp::showConsole(bool show)
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{
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// 查找已存在的控制台句柄
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HWND hwnd = GetConsoleWindow();
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static FILE * stdoutstream = nullptr;
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static FILE * stdinstream = nullptr;
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static FILE * stderrstream = nullptr;
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// 关闭控制台
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if (show)
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{
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if (hwnd)
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{
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ShowWindow(hwnd, SW_SHOWNORMAL);
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}
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else
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{
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// 显示一个新控制台
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if (AllocConsole())
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{
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freopen_s(&stdoutstream, "CONOUT$", "w+t", stdout);
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freopen_s(&stderrstream, "CONOUT$", "w+t", stderr);
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freopen_s(&stdinstream, "CONIN$", "r+t", stdin);
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}
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else
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{
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MessageBox(nullptr, L"Alloc Console Failed!", L"Error", MB_OK);
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}
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}
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}
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else
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{
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if (hwnd)
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{
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if (stdoutstream)
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{
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fclose(stdoutstream);
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fclose(stdinstream);
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fclose(stderrstream);
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stdoutstream = stdinstream = stderrstream = nullptr;
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}
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FreeConsole();
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}
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}
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}
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// 运行游戏
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void e2d::EApp::run()
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{
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ASSERT(GetHWnd() != nullptr, "Cannot find Game Window.");
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// 进入第一个场景
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_enterNextScene();
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// 显示窗口
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ShowWindow(GetHWnd(), SW_SHOWNORMAL);
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UpdateWindow(GetHWnd());
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// 设置窗口置顶
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if (m_bTopMost)
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{
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SetWindowPos(GetHWnd(), HWND_TOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE);
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}
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// 记录开始时间
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s_tStart = steady_clock::now();
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MSG msg;
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while (!m_bEnd)
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{
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// 处理窗口消息
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while (PeekMessage(&msg, GetHWnd(), 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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// 执行主循环
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_mainLoop();
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}
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// 关闭控制台
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EApp::showConsole(false);
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}
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void e2d::EApp::setFPS(UINT32 fps)
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{
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fps = min(max(fps, 30), 120);
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s_pInstance->nAnimationInterval = 1000 / fps;
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}
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bool e2d::EApp::onActivate()
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{
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return true;
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}
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bool e2d::EApp::onInactive()
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{
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return true;
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}
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bool e2d::EApp::onCloseWindow()
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{
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return true;
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}
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void e2d::EApp::_mainLoop()
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{
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// 时间间隔
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static LONGLONG nInterval = 0LL;
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// 挂起时长
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static LONGLONG nWaitMS = 0L;
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// 上一帧画面绘制时间
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static steady_clock::time_point tLast = steady_clock::now();
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// 刷新当前时间
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GetNow() = steady_clock::now();
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// 计算时间间隔
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nInterval = GetInterval(tLast);
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// 判断间隔时间是否足够
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if (nInterval >= nAnimationInterval)
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{
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// 记录当前时间
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tLast += microseconds(nAnimationInterval);
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// 游戏控制流程
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_onControl();
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// 刷新游戏画面
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_onRender();
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}
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else
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{
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// 计算挂起时长
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nWaitMS = nAnimationInterval - nInterval - 1;
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// 挂起线程,释放 CPU 占用
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if (nWaitMS > 1LL)
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{
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sleep_for(milliseconds(nWaitMS));
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}
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}
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}
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void e2d::EApp::_onControl()
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{
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// 正在切换场景时,执行场景切换动画
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if (m_bTransitional)
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{
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EActionManager::ActionProc();
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// 若场景切换未结束,不执行后面的部分
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if (m_bTransitional)
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{
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return;
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}
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}
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// 下一场景指针不为空时,切换场景
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if (m_pNextScene)
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{
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// 进入下一场景
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_enterNextScene();
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}
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// 断言当前场景非空
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ASSERT(m_pCurrentScene != nullptr, "Current scene NULL pointer exception.");
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EObjectManager::__flush(); // 刷新内存池
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ETimerManager::TimerProc(); // 定时器管理器执行程序
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EActionManager::ActionProc(); // 动作管理器执行程序
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EPhysicsManager::PhysicsProc(); // 物理引擎执行程序
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}
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// This method discards device-specific
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// resources if the Direct3D device dissapears during execution and
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// recreates the resources the next time it's invoked.
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void e2d::EApp::_onRender()
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{
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HRESULT hr = S_OK;
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hr = _createDeviceResources();
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if (SUCCEEDED(hr))
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{
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// 开始绘图
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GetRenderTarget()->BeginDraw();
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// 使用背景色清空屏幕
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GetRenderTarget()->Clear(D2D1::ColorF(m_ClearColor));
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// 绘制当前场景
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if (m_pCurrentScene)
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{
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m_pCurrentScene->_onRender();
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}
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// 切换场景时,同时绘制两场景
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if (m_bTransitional && m_pNextScene)
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{
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m_pNextScene->_onRender();
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}
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// 终止绘图
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hr = GetRenderTarget()->EndDraw();
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// 刷新界面
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UpdateWindow(GetHWnd());
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}
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if (hr == D2DERR_RECREATE_TARGET)
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{
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hr = S_OK;
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_discardDeviceResources();
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}
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if (FAILED(hr))
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{
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MessageBox(GetHWnd(), L"Game rendering failed!", L"Error", MB_OK);
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this->quit();
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}
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}
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void e2d::EApp::setWindowSize(UINT32 width, UINT32 height)
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{
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// 获取屏幕分辨率
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int screenWidth = GetSystemMetrics(SM_CXSCREEN);
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int screenHeight = GetSystemMetrics(SM_CYSCREEN);
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// 获取窗口大小(包含菜单栏)
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tagRECT rcWindow;
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GetWindowRect(GetHWnd(), &rcWindow);
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// 获取客户区大小
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tagRECT rcClient;
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GetClientRect(GetHWnd(), &rcClient);
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// 计算边框大小
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width += (rcWindow.right - rcWindow.left) - (rcClient.right - rcClient.left);
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height += (rcWindow.bottom - rcWindow.top) - (rcClient.bottom - rcClient.top);
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// 修改窗口大小,并设置窗口在屏幕居中
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MoveWindow(GetHWnd(), (screenWidth - width) / 2, (screenHeight - height) / 2, width, height, TRUE);
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}
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void e2d::EApp::setWindowTitle(const EString &title)
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{
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// 设置窗口标题
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SetWindowText(GetHWnd(), title.c_str());
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// 保存当前标题,用于修改窗口大小时恢复标题
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get()->m_sTitle = title;
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}
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e2d::EString e2d::EApp::getTitle()
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{
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return get()->m_sTitle;
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}
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float e2d::EApp::getWidth()
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{
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return GetRenderTarget()->GetSize().width;
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}
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float e2d::EApp::getHeight()
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{
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return GetRenderTarget()->GetSize().height;
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}
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void e2d::EApp::enterScene(EScene * scene, bool saveCurrentScene /* = true */)
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{
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enterScene(scene, nullptr, saveCurrentScene);
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}
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void e2d::EApp::enterScene(EScene * scene, ETransition * transition, bool saveCurrentScene /* = true */)
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{
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scene->retain();
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// 保存下一场景的指针
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get()->m_pNextScene = scene;
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// 切换场景时,是否保存当前场景
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if (get()->m_pCurrentScene)
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{
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get()->m_pCurrentScene->m_bWillSave = saveCurrentScene;
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}
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// 设置切换场景动画
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if (transition)
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{
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get()->m_bTransitional = true;
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transition->_setTarget(
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get()->m_pCurrentScene,
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get()->m_pNextScene,
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get()->m_bTransitional
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);
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}
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else
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{
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get()->m_bTransitional = false;
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}
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}
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void e2d::EApp::backScene()
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{
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backScene(nullptr);
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}
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void e2d::EApp::backScene(ETransition * transition)
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{
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ASSERT(s_SceneStack.size(), "Scene stack now is empty!");
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// 从栈顶取出场景指针,作为下一场景
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get()->m_pNextScene = s_SceneStack.top();
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s_SceneStack.pop();
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// 不保存当前场景
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if (get()->m_pCurrentScene)
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{
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get()->m_pCurrentScene->m_bWillSave = false;
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}
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// 设置切换场景动画
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if (transition)
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{
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get()->m_bTransitional = true;
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transition->_setTarget(
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get()->m_pCurrentScene,
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get()->m_pNextScene,
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get()->m_bTransitional
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);
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}
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else
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{
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get()->m_bTransitional = false;
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}
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}
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void e2d::EApp::clearScene()
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{
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// 清空场景栈
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while (s_SceneStack.size())
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{
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auto temp = s_SceneStack.top();
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SafeReleaseAndClear(&temp);
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s_SceneStack.pop();
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}
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}
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e2d::EScene * e2d::EApp::getCurrentScene()
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{
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return get()->m_pCurrentScene;
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}
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void e2d::EApp::setAppName(const EString &appname)
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{
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s_pInstance->m_sAppName = appname;
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}
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e2d::EString e2d::EApp::getAppName()
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{
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if (s_pInstance->m_sAppName.empty())
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s_pInstance->m_sAppName = s_pInstance->m_sTitle;
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return s_pInstance->m_sAppName;
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}
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void e2d::EApp::setBkColor(UINT32 color)
|
|
{
|
|
get()->m_ClearColor = color;
|
|
}
|
|
|
|
void e2d::EApp::setKeyboardLayoutEnable(bool value)
|
|
{
|
|
static HIMC hImc = NULL;
|
|
|
|
if (value)
|
|
{
|
|
if (hImc != NULL)
|
|
{
|
|
ImmAssociateContext(GetHWnd(), hImc);
|
|
hImc = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (hImc == NULL)
|
|
{
|
|
hImc = ImmAssociateContext(GetHWnd(), NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
HWND e2d::EApp::getHWnd()
|
|
{
|
|
return GetHWnd();
|
|
}
|
|
|
|
LONGLONG e2d::EApp::getTotalDurationFromStart()
|
|
{
|
|
return GetInterval(s_tStart);
|
|
}
|
|
|
|
void e2d::EApp::hideWindow()
|
|
{
|
|
ShowWindow(GetHWnd(), SW_HIDE);
|
|
}
|
|
|
|
void e2d::EApp::showWindow()
|
|
{
|
|
ShowWindow(GetHWnd(), SW_SHOWNORMAL);
|
|
}
|
|
|
|
void e2d::EApp::quit()
|
|
{
|
|
get()->m_bEnd = true;
|
|
}
|
|
|
|
void e2d::EApp::end()
|
|
{
|
|
get()->m_bEnd = true;
|
|
}
|
|
|
|
void e2d::EApp::_enterNextScene()
|
|
{
|
|
if (m_pNextScene == nullptr)
|
|
return;
|
|
|
|
// 执行当前场景的 onCloseWindow 函数
|
|
if (m_pCurrentScene)
|
|
{
|
|
m_pCurrentScene->onExit();
|
|
|
|
if (m_pCurrentScene->m_bWillSave)
|
|
{
|
|
// 若要保存当前场景,把它放入栈中
|
|
s_SceneStack.push(m_pCurrentScene);
|
|
}
|
|
else
|
|
{
|
|
SafeReleaseAndClear(&m_pCurrentScene);
|
|
}
|
|
}
|
|
|
|
// 执行下一场景的 onEnter 函数
|
|
m_pNextScene->onEnter();
|
|
|
|
m_pCurrentScene = m_pNextScene; // 切换场景
|
|
m_pNextScene = nullptr; // 下一场景置空
|
|
}
|
|
|
|
// Creates resources that are not bound to a particular device.
|
|
// Their lifetime effectively extends for the duration of the
|
|
// application.
|
|
HRESULT e2d::EApp::_createDeviceIndependentResources()
|
|
{
|
|
HRESULT hr = S_OK;
|
|
|
|
// Create a Direct2D factory.
|
|
hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, &GetFactory());
|
|
|
|
if (FAILED(hr))
|
|
{
|
|
MessageBox(nullptr, L"Create Device Independent Resources Failed!", L"Error", MB_OK);
|
|
}
|
|
|
|
return hr;
|
|
}
|
|
|
|
// Creates resources that are bound to a particular
|
|
// Direct3D device. These resources need to be recreated
|
|
// if the Direct3D device dissapears, such as when the isVisiable
|
|
// changes, the window is remoted, etc.
|
|
HRESULT e2d::EApp::_createDeviceResources()
|
|
{
|
|
// 这个函数将自动创建设备相关资源
|
|
GetRenderTarget();
|
|
|
|
return S_OK;
|
|
}
|
|
|
|
// Discards device-dependent resources. These resources must be
|
|
// recreated when the Direct3D device is lost.
|
|
void e2d::EApp::_discardDeviceResources()
|
|
{
|
|
SafeReleaseInterface(&GetRenderTarget());
|
|
}
|
|
|
|
// If the application receives a WM_SIZE message, this method
|
|
// re2d::ESizes the render target appropriately.
|
|
void e2d::EApp::_onResize(UINT32 width, UINT32 height)
|
|
{
|
|
if (GetRenderTarget())
|
|
{
|
|
// Note: This method can fail, but it's okay to ignore the
|
|
// error here, because the error will be returned again
|
|
// the next time EndDraw is called.
|
|
GetRenderTarget()->Resize(D2D1::SizeU(width, height));
|
|
}
|
|
}
|
|
|
|
// Handles window messages.
|
|
LRESULT e2d::EApp::WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
LRESULT result = 0;
|
|
|
|
if (message == WM_CREATE)
|
|
{
|
|
// 获取发送 WM_CREATE 消息的 EApp 实例对象指针
|
|
LPCREATESTRUCT pcs = (LPCREATESTRUCT)lParam;
|
|
e2d::EApp *pEApp = (e2d::EApp *)pcs->lpCreateParams;
|
|
// 保存 EApp 指针到 GWLP_USERDATA 字段
|
|
::SetWindowLongPtrW(
|
|
hWnd,
|
|
GWLP_USERDATA,
|
|
PtrToUlong(pEApp)
|
|
);
|
|
|
|
result = 1;
|
|
}
|
|
else
|
|
{
|
|
// 从 GWLP_USERDATA 字段取出 EApp 指针
|
|
e2d::EApp *pEApp = reinterpret_cast<e2d::EApp *>(static_cast<LONG_PTR>(
|
|
::GetWindowLongPtrW(
|
|
hWnd,
|
|
GWLP_USERDATA
|
|
)));
|
|
|
|
bool wasHandled = false;
|
|
|
|
if (pEApp)
|
|
{
|
|
switch (message)
|
|
{
|
|
// 处理鼠标消息
|
|
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:
|
|
{
|
|
// 执行场景切换时屏蔽按键和鼠标消息
|
|
if (!pEApp->m_bTransitional && !pEApp->m_pNextScene)
|
|
{
|
|
EMsgManager::MouseProc(message, wParam, lParam);
|
|
}
|
|
}
|
|
result = 0;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 处理按键消息
|
|
case WM_KEYDOWN:
|
|
case WM_KEYUP:
|
|
{
|
|
// 执行场景切换时屏蔽按键和鼠标消息
|
|
if (!pEApp->m_bTransitional && !pEApp->m_pNextScene)
|
|
{
|
|
EMsgManager::KeyboardProc(message, wParam, lParam);
|
|
}
|
|
}
|
|
result = 0;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 处理窗口大小变化消息
|
|
case WM_SIZE:
|
|
{
|
|
UINT width = LOWORD(lParam);
|
|
UINT height = HIWORD(lParam);
|
|
pEApp->_onResize(width, height);
|
|
}
|
|
result = 0;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 处理分辨率变化消息
|
|
case WM_DISPLAYCHANGE:
|
|
{
|
|
// 重绘客户区
|
|
InvalidateRect(hWnd, NULL, FALSE);
|
|
}
|
|
result = 0;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 重绘窗口
|
|
case WM_PAINT:
|
|
{
|
|
pEApp->_onRender();
|
|
ValidateRect(hWnd, NULL);
|
|
}
|
|
result = 0;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 窗口激活消息
|
|
case WM_ACTIVATE:
|
|
{
|
|
if (LOWORD(wParam) == WA_INACTIVE)
|
|
{
|
|
if (pEApp->getCurrentScene() &&
|
|
pEApp->getCurrentScene()->onInactive() &&
|
|
pEApp->onInactive())
|
|
{
|
|
pEApp->m_bPaused = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pEApp->getCurrentScene() &&
|
|
pEApp->getCurrentScene()->onActivate() &&
|
|
pEApp->onActivate())
|
|
{
|
|
pEApp->m_bPaused = false;
|
|
}
|
|
}
|
|
}
|
|
result = 1;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 窗口关闭消息
|
|
case WM_CLOSE:
|
|
{
|
|
if (!pEApp->getCurrentScene())
|
|
{
|
|
if (pEApp->onCloseWindow())
|
|
{
|
|
DestroyWindow(hWnd);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (pEApp->getCurrentScene()->onCloseWindow() &&
|
|
pEApp->onCloseWindow())
|
|
{
|
|
DestroyWindow(hWnd);
|
|
}
|
|
}
|
|
}
|
|
result = 1;
|
|
wasHandled = true;
|
|
break;
|
|
|
|
// 窗口被销毁
|
|
case WM_DESTROY:
|
|
{
|
|
// 退出程序
|
|
pEApp->quit();
|
|
// 发送退出消息
|
|
PostQuitMessage(0);
|
|
}
|
|
result = 1;
|
|
wasHandled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!wasHandled)
|
|
{
|
|
result = DefWindowProc(hWnd, message, wParam, lParam);
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|