Magic_Game/Easy2D/Win/winbase.cpp

80 lines
1.5 KiB
C++

#include "winbase.h"
using namespace std::chrono;
HWND s_HWnd = nullptr;
ID2D1Factory * s_pDirect2dFactory = nullptr;
ID2D1HwndRenderTarget * s_pRenderTarget = nullptr;
ID2D1SolidColorBrush * s_pSolidBrush = nullptr;
IWICImagingFactory * s_pIWICFactory = nullptr;
steady_clock::time_point s_tNow;
HWND &GetHWnd()
{
return s_HWnd;
}
ID2D1Factory * &GetFactory()
{
return s_pDirect2dFactory;
}
IWICImagingFactory * &GetImagingFactory()
{
if (!s_pIWICFactory)
{
CoCreateInstance(
CLSID_WICImagingFactory,
NULL,
CLSCTX_INPROC_SERVER,
IID_IWICImagingFactory,
reinterpret_cast<void **>(&s_pIWICFactory)
);
}
return s_pIWICFactory;
}
ID2D1HwndRenderTarget * &GetRenderTarget()
{
if (!s_pRenderTarget)
{
RECT rc;
GetClientRect(s_HWnd, &rc);
D2D1_SIZE_U size = D2D1::SizeU(
rc.right - rc.left,
rc.bottom - rc.top
);
// Create a Direct2D render target.
HRESULT hr;
hr = s_pDirect2dFactory->CreateHwndRenderTarget(
D2D1::RenderTargetProperties(),
D2D1::HwndRenderTargetProperties(s_HWnd, size),
&s_pRenderTarget
);
ASSERT(SUCCEEDED(hr), "Create Render Target Failed!");
}
return s_pRenderTarget;
}
ID2D1SolidColorBrush * &GetSolidColorBrush()
{
if (!s_pSolidBrush)
{
s_pRenderTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), &s_pSolidBrush);
}
return s_pSolidBrush;
}
steady_clock::time_point &GetNow()
{
return s_tNow;
}
long long GetInterval(steady_clock::time_point tLast)
{
return duration_cast<milliseconds>(s_tNow - tLast).count();
}