Magic_Game/core/base/Game.h

97 lines
2.1 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 "base.h"
#include "window.h"
namespace easy2d
{
class Scene;
class Transition;
class Game
{
public:
Game();
~Game();
// 更新时
virtual void OnUpdate(float dt) {}
// 退出时
virtual void OnExit() {}
// 窗口关闭时
// 返回值:返回 false 将阻止窗口关闭
virtual bool OnClose() { return true; }
// 初始化
void Initialize(
const window::Property& property /* 窗口属性 */
);
// 运行
void Run();
// 结束
void Quit();
// 调试模式
void SetDebugMode(
bool enabled
);
// 切换场景
void EnterScene(
Scene * scene, /* 场景 */
Transition * transition = nullptr /* 场景动画 */
);
// 获取当前场景
Scene * GetCurrentScene();
// 是否正在进行场景过渡
bool IsTransitioning() const;
// 渲染场景画面
void DrawScene();
// 更新场景
void UpdateScene(
float dt
);
// 获取实例
static Game * GetInstance();
protected:
E2D_DISABLE_COPY(Game);
private:
bool debug_mode_;
bool quit_;
Scene* curr_scene_;
Scene* next_scene_;
Transition* transition_;
};
}