315 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			315 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Easy2D - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #include "Game.h"
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| #include "Node.h"
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| #include "Scene.h"
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| #include "Transition.h"
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| #include "Image.h"
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| #include "../utils/Player.h"
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| #include "time.h"
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| #include "render.h"
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| #include "input.h"
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| #include "audio.h"
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| #include "modules.h"
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| #include <thread>
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| 
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| namespace easy2d
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| {
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| 	namespace
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| 	{
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| 		Game * instance = nullptr;
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| 	}
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| 
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| 	Game * Game::GetInstance()
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| 	{
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| 		return instance;
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| 	}
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| 
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| 	Game::Game()
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| 		: quit_(true)
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| 		, curr_scene_(nullptr)
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| 		, next_scene_(nullptr)
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| 		, transition_(nullptr)
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| 		, debug_mode_(false)
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| 	{
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| 		if (instance)
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| 		{
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| 			throw std::runtime_error("同时只能存在一个游戏实例");
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| 		}
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| 		instance = this;
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| 
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| 		::CoInitialize(nullptr);
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| 	}
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| 
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| 	Game::~Game()
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| 	{
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| 		SafeRelease(transition_);
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| 		SafeRelease(curr_scene_);
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| 		SafeRelease(next_scene_);
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| 
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| 		Image::ClearCache();
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| 		Player::ClearCache();
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| 
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| 		render::Uninitialize();
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| 		audio::instance.Uninitialize();
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| 		window::instance.Destroy();
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| 		modules::Uninitialize();
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| 
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| 		instance = nullptr;
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| 
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| 		::CoUninitialize();
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| 	}
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| 
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| 	void Game::Initialize(const window::Property& property)
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| 	{
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| 		modules::Initialize();
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| 		window::instance.Initialize(property);
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| 		audio::instance.Initialize();
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| 		render::Initialize(window::instance.handle);
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| 
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| 		// 若开启了调试模式,打开控制台
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| 		HWND console = ::GetConsoleWindow();
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| 		// 关闭控制台
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| 		if (debug_mode_)
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| 		{
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| 			if (console == nullptr)
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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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| 					console = ::GetConsoleWindow();
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| 					// 重定向输入输出
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| 					FILE * stdoutStream, *stdinStream, *stderrStream;
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| 					freopen_s(&stdoutStream, "conout$", "w+t", stdout);
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| 					freopen_s(&stdinStream, "conin$", "r+t", stdin);
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| 					freopen_s(&stderrStream, "conout$", "w+t", stderr);
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| 					// 禁用控制台关闭按钮
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| 					HMENU hmenu = ::GetSystemMenu(console, FALSE);
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| 					::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
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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 (console)
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| 			{
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| 				::ShowWindow(console, SW_HIDE);
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| 			}
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| 		}
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| 
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| 		::SetWindowLongPtrW(
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| 			window::instance.handle,
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| 			GWLP_USERDATA,
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| 			PtrToUlong(this)
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| 		);
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| 	}
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| 
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| 	void Game::Run()
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| 	{
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| 		quit_ = false;
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| 
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| 		if (next_scene_)
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| 		{
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| 			next_scene_->OnEnter();
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| 			curr_scene_ = next_scene_;
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| 			next_scene_ = nullptr;
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| 		}
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| 
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| 		::ShowWindow(window::instance.handle, SW_SHOWNORMAL);
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| 		::UpdateWindow(window::instance.handle);
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| 
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| 		const int min_interval = 5;
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| 		auto last = time::Now();
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| 		MSG msg = { 0 };
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| 
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| 		while (!quit_)
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| 		{
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| 			auto now = time::Now();
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| 			auto dur = now - last;
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| 
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| 			if (dur.Milliseconds() > min_interval)
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| 			{
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| 				float dt = (now - last).Seconds();
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| 				last = now;
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| 
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| 				input::instance.Update(
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| 					window::instance.handle,
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| 					window::instance.xscale,
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| 					window::instance.yscale
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| 				);
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| 
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| 				OnUpdate(dt);
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| 				UpdateScene(dt);
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| 				DrawScene();
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| 
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| 				while (::PeekMessage(&msg, nullptr, 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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| 			}
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| 			else
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| 			{
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| 				// ID2D1HwndRenderTarget 开启了垂直同步,在渲染时会等待显示器刷新,
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| 				// 它起到了非常稳定的延时作用,所以大部分时候不需要手动挂起线程进行延时。
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| 				// 下面的代码仅在一些情况下(例如窗口最小化时)挂起线程,防止占用过高 CPU 。
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| 				int wait = min_interval - dur.Milliseconds();
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| 				if (wait > 1)
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| 				{
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| 					std::this_thread::sleep_for(std::chrono::milliseconds(wait));
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| 				}
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| 			}
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| 		}
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| 	}
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| 
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| 	void Game::Quit()
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| 	{
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| 		quit_ = true;
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| 	}
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| 
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| 	void Game::EnterScene(Scene * scene, Transition * transition)
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| 	{
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| 		if (scene == nullptr)
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| 		{
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| 			E2D_WARNING("Next scene is null pointer!");
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| 			return;
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| 		}
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| 
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| 		if (curr_scene_ == scene) { return; }
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| 
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| 		if (next_scene_)
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| 		{
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| 			next_scene_->Release();
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| 		}
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| 		next_scene_ = scene;
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| 		next_scene_->Retain();
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| 
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| 		if (transition)
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| 		{
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| 			if (transition_)
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| 			{
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| 				transition_->Stop();
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| 				transition_->Release();
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| 			}
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| 			transition_ = transition;
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| 			transition_->Retain();
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| 
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| 			transition_->Initialize(curr_scene_, next_scene_, this);
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| 		}
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| 	}
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| 
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| 	Scene * Game::GetCurrentScene()
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| 	{
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| 		return curr_scene_;
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| 	}
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| 
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| 	bool Game::IsTransitioning() const
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| 	{
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| 		return transition_ != nullptr;
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| 	}
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| 
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| 	void Game::UpdateScene(float dt)
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| 	{
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| 		auto update = [&](Scene * scene) -> void
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| 		{
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| 			if (scene)
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| 			{
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| 				scene->OnUpdate(dt);
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| 				Node * root = scene->GetRoot();
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| 				if (root)
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| 				{
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| 					root->UpdateChildren(dt);
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| 				}
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| 			}
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| 		};
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| 
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| 		update(curr_scene_);
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| 		update(next_scene_);
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| 
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| 		if (transition_)
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| 		{
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| 			transition_->Update();
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| 
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| 			if (transition_->IsDone())
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| 			{
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| 				transition_->Release();
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| 				transition_ = nullptr;
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| 			}
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| 			else
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| 			{
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| 				return;
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| 			}
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| 		}
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| 
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| 		if (next_scene_)
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| 		{
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| 			if (curr_scene_)
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| 			{
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| 				curr_scene_->OnExit();
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| 				curr_scene_->Release();
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| 			}
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| 
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| 			next_scene_->OnEnter();
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| 
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| 			curr_scene_ = next_scene_;
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| 			next_scene_ = nullptr;
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| 		}
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| 	}
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| 
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| 	void Game::DrawScene()
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| 	{
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| 		render::instance.BeginDraw(window::instance.handle);
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| 
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| 		if (transition_)
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| 		{
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| 			transition_->Draw();
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| 		}
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| 		else if (curr_scene_)
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| 		{
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| 			curr_scene_->Draw();
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| 		}
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| 
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| 		if (debug_mode_)
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| 		{
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| 			if (curr_scene_ && curr_scene_->GetRoot())
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| 			{
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| 				render::D2D.HwndRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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| 				render::D2D.SolidColorBrush->SetOpacity(1.f);
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| 				curr_scene_->GetRoot()->DrawBorder();
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| 			}
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| 			if (next_scene_ && next_scene_->GetRoot())
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| 			{
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| 				render::D2D.HwndRenderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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| 				render::D2D.SolidColorBrush->SetOpacity(1.f);
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| 				next_scene_->GetRoot()->DrawBorder();
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| 			}
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| 
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| 			render::instance.DrawDebugInfo();
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| 		}
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| 
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| 		render::instance.EndDraw();
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| 	}
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| 
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| 	void Game::SetDebugMode(bool enabled)
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| 	{
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| 		debug_mode_ = enabled;
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| 	}
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| } |