Magic_Game/Easy2D/platform/Application.h

169 lines
3.5 KiB
C++

// 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.
#pragma once
#include "../2d/include-forwards.h"
#include "../base/time.h"
#include "../base/window.h"
#include "../base/Component.h"
#include <mutex>
namespace easy2d
{
struct Options
{
String title; // 标题
int width; // 宽度
int height; // 高度
LPCWSTR icon; // 图标
Color clear_color; // 清屏颜色
bool vsync; // 垂直同步
bool fullscreen; // 全屏模式
Options(
String const& title = L"Easy2D Game",
int width = 640,
int height = 480,
LPCWSTR icon = nullptr,
Color clear_color = Color::Black,
bool vsync = true,
bool fullscreen = false
)
: title(title)
, width(width)
, height(height)
, icon(icon)
, clear_color(clear_color)
, vsync(vsync)
, fullscreen(fullscreen)
{}
};
class E2D_API Application
: protected Noncopyable
{
public:
Application();
virtual ~Application();
// 初始化
void Init(
Options const& options
);
// 启动时
virtual void OnStart() {}
// 关闭时
virtual bool OnClosing() { return true; }
// 销毁时
virtual void OnDestroy() {}
// 渲染时
virtual void OnRender() {}
// 更新时
virtual void OnUpdate(Duration dt) { E2D_NOT_USED(dt); }
// 运行
void Run();
// 结束
void Quit();
// 销毁
void Destroy();
// 添加组件
void Use(
Component* component
);
// 卸载组件
void Remove(
Component* component
);
// 切换场景
void EnterScene(
ScenePtr const& scene /* 场景 */
);
// 切换场景
void EnterScene(
ScenePtr const& scene, /* 场景 */
TransitionPtr const& transition /* 场景动画 */
);
// 获取当前场景
ScenePtr const& GetCurrentScene();
// 获取主窗口
inline Window* GetWindow() const { return main_window_; }
// 设置时间缩放因子
void SetTimeScale(
float scale_factor
);
// 显示调试信息
void ShowDebugInfo(
bool show = true
);
// 在 Easy2D 主线程中执行函数
// 当在其他线程调用 Easy2D 函数时使用
void PreformFunctionInMainThread(
Closure<void()> function
);
// 显示控制台
static void ShowConsole(
bool show
);
protected:
void Render();
void Update();
static LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
protected:
bool end_;
bool inited_;
float time_scale_;
ScenePtr curr_scene_;
ScenePtr next_scene_;
NodePtr debug_node_;
TransitionPtr transition_;
Window* main_window_;
Array<Component*> components_;
std::mutex perform_mutex_;
Queue<Closure<void()>> functions_to_perform_;
};
}