Magic_Game/core/e2dutil.h

655 lines
13 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.
#ifndef __E2D_UTIL_H__
#define __E2D_UTIL_H__
#include "e2dmacros.h"
namespace easy2d
{
class Size;
// 坐标
//
// Usage:
// 表示一个二维空间的坐标: Point origin(0, 0);
// 计算两点间距离: float distance = Point::Distance(p1, p2);
// 坐标可以相加减: Point p = Point(10, 10) + Point(20, 20); // p 的坐标是 (30, 30)
//
class Point
{
public:
float x; // X 坐标
float y; // Y 坐标
public:
Point();
Point(
float x,
float y
);
Point(
const Point& other
);
Point operator + (const Point & other) const;
Point operator - (const Point & other) const;
Point operator * (float value) const;
Point operator / (float value) const;
Point operator - () const;
bool operator== (const Point& other) const;
E2D_OP_EXPLICIT operator easy2d::Size() const;
// 判断两点间距离
static float Distance(
const Point& p1,
const Point& p2
);
};
// 大小
//
// Usage:
// 表示一个二维矩形区域的大小: Size s(10, 5); // 宽为 10, 高为 5
// 大小可以相加减: Size s = Size(10, 10) + Size(20, 20); // s 的大小是宽高均为 30
//
class Size
{
public:
float width; // 宽度
float height; // 高度
public:
Size();
Size(
float width,
float height
);
Size(
const Size& other
);
Size operator + (const Size & other) const;
Size operator - (const Size & other) const;
Size operator * (float value) const;
Size operator / (float value) const;
Size operator - () const;
bool operator== (const Size& other) const;
E2D_OP_EXPLICIT operator easy2d::Point() const;
};
// 矩形
//
// Usage:
// 表示一个二维矩形: Rect rect = Rect(10, 20, 30, 40); // 左上角坐标为 (10, 20), 宽为 30, 高为 40
// 矩形可以通过 Point + Size 定义, Point 表示矩形左上角坐标, Size 表示矩形宽高
// 判断一个点是否在矩形内: bool contains = rect.ContainsPoint(p);
// 判断两矩形是否相交: bool intersects = rect1.Intersects(rect2);
//
class Rect
{
public:
Point origin; // 左上角坐标
Size size; // 宽度和高度
public:
Rect();
Rect(
float x,
float y,
float width,
float height
);
Rect(
const Point& pos,
const Size& size
);
Rect(
const Rect& other
);
Rect& operator= (const Rect& other);
bool operator== (const Rect& rect) const;
// 判断点是否在矩形内
bool ContainsPoint(
const Point& point
) const;
// 判断两矩形是否相交
bool Intersects(
const Rect& rect
) const;
};
// 颜色
//
// Usage:
// 使用枚举表示颜色: Color blue = Color::Blue;
// 使用 RGB 表示一个颜色: Color red(1.0f, 0.0f, 0.0f);
// 使用 RGBA 表示一个带透明度的颜色: Color not_black(1.0f, 1.0f, 1.0f, 0.5f);
// 使用一个 UINT 类型的值表示 RGB: Color black(0x000000);
//
class Color
{
public:
Color();
Color(
float r,
float g,
float b
);
Color(
float r,
float g,
float b,
float alpha
);
Color(
UINT rgb
);
Color(
UINT rgb,
float alpha
);
Color(
const D2D1_COLOR_F& color
);
E2D_OP_EXPLICIT operator D2D1_COLOR_F() const;
public:
enum Value : UINT
{
Black = 0x000000,
Blue = 0x0000FF,
BlueViolet = 0x8A2BE2,
Brown = 0xA52A2A,
Chocolate = 0xD2691E,
DarkBlue = 0x00008B,
DarkGray = 0xA9A9A9,
DarkGreen = 0x006400,
DarkOrange = 0xFF8C00,
DarkRed = 0x8B0000,
DarkViolet = 0x9400D3,
ForestGreen = 0x228B22,
Gold = 0xFFD700,
Gray = 0x808080,
Green = 0x008000,
GreenYellow = 0xADFF2F,
LightBlue = 0xADD8E6,
LightCyan = 0xE0FFFF,
LightGreen = 0x90EE90,
LightGray = 0xD3D3D3,
LightPink = 0xFFB6C1,
LightSeaGreen = 0x20B2AA,
LightSkyBlue = 0x87CEFA,
LightYellow = 0xFFFFE0,
Orange = 0xFFA500,
OrangeRed = 0xFF4500,
Pink = 0xFFC0CB,
Purple = 0x800080,
Red = 0xFF0000,
Silver = 0xC0C0C0,
SkyBlue = 0x87CEEB,
Snow = 0xFFFAFA,
Violet = 0xEE82EE,
Wheat = 0xF5DEB3,
White = 0xFFFFFF,
WhiteSmoke = 0xF5F5F5,
Wood = 0xDEB887,
Yellow = 0xFFFF00,
YellowGreen = 0x9ACD32
};
public:
float r;
float g;
float b;
float a;
};
// 方向
enum class Direction : int
{
Up, /* 上 */
Down, /* 下 */
Left, /* 左 */
Right /* 右 */
};
// 线条相交样式
enum class Stroke : int
{
Miter = 0, /* 斜切 */
Bevel = 1, /* 斜角 */
Round = 2 /* 圆角 */
};
// 键盘键值
enum class KeyCode : int
{
Unknown = 0,
Up = 0xC8,
Left = 0xCB,
Right = 0xCD,
Down = 0xD0,
Enter = 0x1C,
Space = 0x39,
Esc = 0x01,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
Num1 = 0x02,
Num2 = 0x03,
Num3 = 0x04,
Num4 = 0x05,
Num5 = 0x06,
Num6 = 0x07,
Num7 = 0x08,
Num8 = 0x09,
Num9 = 0x0A,
Num0 = 0x0B,
Numpad7 = 0x47,
Numpad8 = 0x48,
Numpad9 = 0x49,
Numpad4 = 0x4B,
Numpad5 = 0x4C,
Numpad6 = 0x4D,
Numpad1 = 0x4F,
Numpad2 = 0x50,
Numpad3 = 0x51,
Numpad0 = 0x52,
};
// 鼠标键值
enum class MouseCode : int
{
Left, /* 鼠标左键 */
Right, /* 鼠标右键 */
Middle /* 鼠标中键 */
};
// 时间段
//
// Usage:
// 5 秒: Duration::Second * 5
// 1.5 小时: Duration::Hour * 1.5
// 3 小时 45 分 15 秒: Duration::Hour * 3 + Duration::Minute * 45 + Duration::Second * 15
// 时间段转化为秒: float s = duration.Seconds();
// 时间段格式化: Duration d = Duration::Parse(L"1h35m"); // 1小时35分钟
//
class Duration
{
public:
static const Duration Millisecond; // 毫秒
static const Duration Second; // 秒
static const Duration Minute; // 分钟
static const Duration Hour; // 小时
public:
Duration();
explicit Duration(
int milliseconds
);
// 转化为毫秒
int Milliseconds() const;
// 转化为秒
float Seconds() const;
// 转化为分钟
float Minutes() const;
// 转化为小时
float Hours() const;
// 时间段格式化
// 时间段字符串允许是有符号的浮点数, 并且带有时间单位后缀
// 例如: "300ms", "-1.5h", "2h45m"
// 允许的时间单位有 "ms", "s", "m", "h"
static Duration Parse(const std::wstring& str);
bool operator== (const Duration &) const;
bool operator!= (const Duration &) const;
bool operator> (const Duration &) const;
bool operator>= (const Duration &) const;
bool operator< (const Duration &) const;
bool operator<= (const Duration &) const;
Duration operator + (Duration const &) const;
Duration operator - (Duration const &) const;
Duration operator - () const;
Duration operator * (int) const;
Duration operator * (float) const;
Duration operator * (double) const;
Duration operator / (int) const;
Duration operator / (float) const;
Duration operator / (double) const;
Duration& operator += (Duration const &);
Duration& operator -= (Duration const &);
Duration& operator *= (int);
Duration& operator *= (float);
Duration& operator *= (double);
Duration& operator /= (int);
Duration& operator /= (float);
Duration& operator /= (double);
friend Duration operator* (int, const Duration &);
friend Duration operator* (float, const Duration &);
friend Duration operator* (double, const Duration &);
friend Duration operator/ (int, const Duration &);
friend Duration operator/ (float, const Duration &);
friend Duration operator/ (double, const Duration &);
private:
int milliseconds_;
};
// 时间点
//
// Usage:
// 使用 Time::Now 方法获取当前时间: Time now = Time::Now();
// 两时间相减, 得到的结果是一个 Duration 对象, 例如:
// Time t1 = Time::Now();
// ... // 做些什么
// Time t2 = Time::Now();
// 然后获取两时间相差的毫秒数:
// int ms = (t2 - t1).Milliseconds();
//
class Time
{
public:
Time();
// 获取时间戳
time_t GetTimeStamp() const;
// 是否是零时
bool IsZero() const;
Time operator + (Duration const &) const;
Time operator - (Duration const &) const;
Time& operator += (Duration const &);
Time& operator -= (Duration const &);
Duration operator - (Time const &) const;
// 获取当前时间
static Time Now();
private:
std::chrono::steady_clock::time_point time_;
};
// 字体
class Font
{
public:
std::wstring family; // 字体族
float size; // 字号
UINT weight; // 粗细值
bool italic; // 是否斜体
public:
// 字体粗细值
enum Weight : UINT
{
Thin = 100,
ExtraLight = 200,
Light = 300,
Normal = 400,
Medium = 500,
Bold = 700,
ExtraBold = 800,
Black = 900,
ExtraBlack = 950
};
public:
explicit Font(
const std::wstring& family = L"",
float size = 22,
UINT weight = Font::Weight::Normal,
bool italic = false
);
};
// 资源
//
// Usage:
// Resource 用于获取可执行文件 (exe) 中的资源, 必须在构造函数中指定它的
// 资源类型和名称标识符。
// 例如, 一份音频资源的类型为 L"WAVE", 名称标识符为 IDR_WAVE_1, 那么可以这样指定该资源:
// Resource res(MAKEINTRESOURCE(IDR_WAVE_1), L"WAVE");
// 如果需要手动加载这份资源, 可以通过 Load 方法获取资源内容
// if (res.Load()) {
// LPVOID data = res.GetData();
// DWORD size = res.GetDataSize();
// }
// 了解资源的更多信息: https://docs.microsoft.com/en-us/windows/desktop/menurc/resources
//
class Resource
{
public:
Resource(
LPCWSTR name, /* 资源名称 */
LPCWSTR type /* 资源类型 */
);
bool Load();
LPCWSTR GetName() const;
LPCWSTR GetType() const;
LPVOID GetData() const;
DWORD GetDataSize() const;
size_t GetHashCode() const;
private:
bool loaded_;
LPCWSTR name_;
LPCWSTR type_;
LPVOID data_;
DWORD data_size_;
};
// 二维转换
class Transform
{
public:
Point position; // 坐标
Size size; // 大小
float scale_x; // 横向缩放
float scale_y; // 纵向缩放
float rotation; // 旋转
float skew_x; // 横向倾斜角度
float skew_y; // 纵向倾斜角度
float pivot_x; // 支点横坐标
float pivot_y; // 支点纵坐标
public:
Transform();
E2D_OP_EXPLICIT operator D2D1::Matrix3x2F() const;
bool operator== (const Transform& other) const;
};
// 随机数产生器
//
// Usage:
// 使用静态方法 Range 获取指定范围内的一个随机数, 如:
// int n = Random::Range(1, 5); // 获取 1~6 内的随机整数, 包含 1 和 6
// 方法同样适用于浮点数的生成, 如:
// double d = Random::Range(1.2, 1.5);
// 注意, 随机数的类型取决于参数的类型。
//
class Random
{
public:
// 取得范围内的一个整型随机数
template<typename T>
static inline T Range(T min, T max)
{
return easy2d::Random::RandomInt(min, max);
}
// 取得范围内的一个浮点数随机数
static inline float Range(float min, float max)
{
return easy2d::Random::RandomReal(min, max);
}
// 取得范围内的一个浮点数随机数
static inline double Range(double min, double max)
{
return easy2d::Random::RandomReal(min, max);
}
private:
template<typename T>
static T RandomInt(T min, T max)
{
std::uniform_int_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
template<typename T>
static T RandomReal(T min, T max)
{
std::uniform_real_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
static std::default_random_engine &GetEngine();
};
// 引用计数对象
class Ref
{
public:
Ref();
virtual ~Ref();
// 增加引用计数
LONG Retain();
// 减少引用计数
LONG Release();
// 获取引用计数
LONG GetRefCount() const;
private:
LONG ref_count_;
};
template<class Interface>
inline void SafeRelease(Interface*& p)
{
if (p != nullptr)
{
p->Release();
p = nullptr;
}
}
inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// 在此处设置断点以捕获系统异常.
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X", static_cast<unsigned int>(hr));
throw std::runtime_error(s_str);
}
}
} // end of easy2d namespace
#endif // __E2D_UTIL_H__