genesis-3d_engine/Engine/players/DemoUI/simplegameapplication.cc

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//------------------------------------------------------------------------------
// testgameapplication.cc
// (C) 2007 Radon Labs GmbH
//------------------------------------------------------------------------------
#include "stdneb.h"
#include "simplegameapplication.h"
#include "simplegamestatehandler.h"
#include "input/inputhardwaresource.h"
#include "input/inputwindowsource.h"
#include "app/appframework/statehandler.h"
#include "inputprocss.h"
#include "graphicobjectmanager.h"
#include "particlefeature/particlefeature.h"
#include "scriptfeature/inc/script_utility.h"
#include "spritebacth/debugboard.h"
#include "app/guifeature/GuiInputHandler.h"
namespace Sample
{
__ImplementThreadSingleton(SimpleGameApplication);
/// the WinProc
static LRESULT CALLBACK WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
//------------------------------------------------------------------------------
/**
*/
SimpleGameApplication::SimpleGameApplication()
: mWnd(0)
, mMonoDebug(false)
{
__ConstructThreadSingleton;
mGuiServer = App::GUIServer::Create();
}
//------------------------------------------------------------------------------
/**
*/
SimpleGameApplication::~SimpleGameApplication()
{
if (this->IsOpen())
{
this->Close();
}
mGuiServer = NULL;
__DestructThreadSingleton;
}
//------------------------------------------------------------------------------
/**
*/
void
SimpleGameApplication::SetupStateHandlers()
{
// - setup ScriptSystem here
Util::String binPath = IO::AssignRegistry::Instance()->ResolveAssignsInString( App::s_csScriptBinaryAssign );
Util::String emptyStr;
Util::String monoDllPath = IO::AssignRegistry::Instance()->ResolveAssignsInString( App::s_csMonoDllAssign );
App::StartupSciptSystem( binPath, emptyStr, monoDllPath, mMonoDebug );
//App::DebugBoard::Open();
App::GUIServer* gui_server = App::GUIServer::Instance();
if (!gui_server->IsOpen())
{
//gui_server->SetConfigPath("ui:");
//gui_server->SetResourePath("ui:");
gui_server->SetCoreFile("MyGUI_Core.xml");
gui_server->Open();
}
// create our standard gamestatehandler
Ptr<SimpleStateHandler> gameState = SimpleStateHandler::Create();
gameState->SetName("GameState");
gameState->SetSceneName("scene:IntersectScene.scene");
this->AddStateHandler(gameState.get());
this->SetState("GameState");
}
//------------------------------------------------------------------------------
/**
The Nebula3 WinProc.
*/
LRESULT CALLBACK
WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch( uMsg )
{
case WM_DESTROY:
App::GameServer::Instance()->SetQuitRequested();
PostQuitMessage( 0 );
return 0;
}
SimpleGameApplication* pApp = SimpleGameApplication::Instance();
Ptr<Input::InputWindowSource> pInputSource = pApp->GetInputWindowsSource();
if ( pInputSource.isvalid() )
{
return pInputSource->OnWinProc(hWnd, uMsg, wParam, lParam );
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
void SimpleGameApplication::Run(void)
{
//MSG msg;
//while (1)
//{
// if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
// {
// TranslateMessage(&msg);
// DispatchMessage(&msg);
// }
//}
//return;
while ( this->GetCurrentState() != "Exit" )
{
if ( mWnd )
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))//mWnd
{
//int msgHandled = TranslateAccelerator(mWin32Device->hPresentWnd, mWin32Device->hAccel, &msg);
//if (0 == msgHandled)
//{
TranslateMessage(&msg);
DispatchMessage(&msg);
//}
}
}
//_start_timer(mGameApplicationFrameTimeAll);
#if __NEBULA3_HTTP__
this->mHttpServerProxy->HandlePendingRequests();
#endif
this->mCoreServer->Trigger();
//trigger our game server, which triggers all game features
this->mGameServer->OnFrame();
Util::String curState = this->GetCurrentState();
Ptr<App::StateHandler> curStateHandler;
Util::String newState;
if (curState.IsValid())
{
// call the current state handler
curStateHandler = this->FindStateHandlerByName(curState);
n_assert(curStateHandler);
newState = curStateHandler->OnFrame();
}
// call the app's Run() method
Application::Run();
// a requested state always overrides the returned state
if (this->mRequestedState.IsValid())
{
this->SetState(this->mRequestedState);
}
else if (newState.IsValid() && newState != curStateHandler->GetName())
{
// a normal state transition
this->SetState(newState);
}
//_stop_timer(mGameApplicationFrameTimeAll);
}
}
//------------------------------------------------------------------------------
/**
*/
void
SimpleGameApplication::SetupGameFeatures()
{
GameApplication::SetupGameFeatures();
// create and attach default features
this->mBaseGameFeature = App::BaseGameFeature::Create();
this->mBaseGameFeature->SetCmdLineArgs(this->GetCmdLineArgs());
this->mBaseGameFeature->SetRenderDebug(true);
this->mGameServer->AttachGameFeature(this->mBaseGameFeature.cast<App::Feature>());
// game features
this->mGraphicsFeature = App::GraphicsFeature::Create();
mGraphicObjectManager = App::GraphicObjectManager::Create();
mGraphicObjectManager->OnActivate();
// input features
this->mInputFeature = App::InputFeature::Create();
Ptr<App::GyrostProcessInput> pInputProcess = App::GyrostProcessInput::Create();
this->mInputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
// register window class
WNDCLASSEX wndClass;
Memory::Clear(&wndClass, sizeof(wndClass));
wndClass.cbSize = sizeof(wndClass);
wndClass.style = CS_DBLCLKS;
wndClass.lpfnWndProc = WinProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = sizeof(void*); // used to hold 'this' pointer
wndClass.hInstance = GetModuleHandle(0);
wndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = L"Test";
wndClass.hIconSm = NULL;
RegisterClassEx(&wndClass);
int wndWidth,wndHeight;
wndWidth = 1024;
wndHeight = 768;
mWnd = ::CreateWindow(L"Test", // lpClassName
L"WebJet", // lpWindowName
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
//WS_VISIBLE | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
0, // x
0, // y
wndWidth, // nWidth
wndHeight, // nHeight
NULL, // hWndParent
NULL, // hMenu
GetModuleHandle(0), // hInstance
NULL); // lParam
//WNDCLASS wc = { 0, WinProc, 0, 0, GetModuleHandle(0),
// LoadIcon(0, IDI_APPLICATION), LoadCursor(NULL, IDC_ARROW),
// (HBRUSH)GetStockObject(BLACK_BRUSH), 0, "Test" };
//RegisterClass(&wc);
//mWnd = CreateWindowEx(0, "Test", "WebJet", WS_VISIBLE | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW,
// 0, 0, wndWidth, wndHeight, 0, 0, GetModuleHandle(0), this);
ShowWindow(mWnd, SW_SHOWDEFAULT);
UpdateWindow(mWnd);
this->mGraphicsFeature->SetWebVersion(false);
this->mGraphicsFeature->SetWindow(mWnd);
RECT clientRect;
GetClientRect(mWnd,&clientRect);
wndHeight = clientRect.bottom - clientRect.top ;
wndWidth = clientRect.right - clientRect.left;
this->mGraphicsFeature->SetWindowHeight(wndHeight);
this->mGraphicsFeature->SetWindowWidth(wndWidth);
App::InputSourceList inputsourceList;
mInputWindowsSource = Input::InputWindowSource::Create();
mInputWindowsSource->SetWnd(mWnd);
inputsourceList.Append( mInputWindowsSource.upcast<Input::InputSource>() );
// DInput <20><>IO<49><4F><EFBFBD><EFBFBD>
Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
mInputFeature->InitSource( inputsourceList );
this->mGameServer->AttachGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
mGameServer->AttachGameFeature(this->mInputFeature.upcast<App::Feature>());
Ptr<Input::GuiInputHandler> pUIHandler = Input::GuiInputHandler::Create();
n_assert(pUIHandler);
mInputFeature->GetInputServer()->AttachInputHandler(Input::InputPriority::Gui,pUIHandler.upcast<Input::InputHandler>());
this->mParticleFeature = App::ParticleFeature::Create();
mGameServer->AttachGameFeature(this->mParticleFeature.upcast<App::Feature>());
}
//------------------------------------------------------------------------------
/**
Cleanup all added game features
*/
void
SimpleGameApplication::CleanupGameFeatures()
{
this->mGameServer->RemoveGameFeature(this->mInputFeature.upcast<App::Feature>());
this->mInputFeature = 0;
this->mGameServer->RemoveGameFeature(this->mBaseGameFeature.upcast<App::Feature>());
this->mBaseGameFeature = 0;
this->mGameServer->RemoveGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
this->mGraphicsFeature = 0;
this->mGraphicObjectManager->OnDeactivate();
this->mGraphicObjectManager = 0;
this->mGameServer->RemoveGameFeature(this->mParticleFeature.upcast<App::Feature>());
this->mParticleFeature = 0;
GameApplication::CleanupGameFeatures();
}
//------------------------------------------------------------------------------
/**
*/
bool
SimpleGameApplication::Open()
{
if (NULL == mGuiServer)
{
mGuiServer = App::GUIServer::Create();
}
bool ret = App::GameApplication::Open();
return ret;
}
void SimpleGameApplication::Close()
{
mInputWindowsSource = NULL;
App::GUIServer::Instance()->Close();
mGuiServer = NULL;
App::GameApplication::Close();
}
//------------------------------------------------------------------------
#define USE_HTTP_SERVER 0
void SimpleGameApplication::SetupProjectAssigns()
{
#if USE_HTTP_SERVER
IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> temp code
pAssignRegistry->SetAssign( IO::Assign("Net","http://10.7.82.13:8080") );
pAssignRegistry->SetAssign( IO::Assign("project", "Net:test_project"));
pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
// setup defalut content assigns
pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
// setup engine default assigns
pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
// <20><><EFBFBD><EFBFBD>shader<65><72>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EBA1A3><EFBFBD>ܷ<EFBFBD><DCB7>ڷ<EFBFBD><DAB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
pAssignRegistry->SetAssign(IO::Assign("shd", "home:test_project/asset/Shader"));
#else
IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
const Util::String &projectPath = args.GetString("ProjectPath");
if (!projectPath.IsValid())
{
n_error("Setup project path error, project path is empty.");
}
if (!IO::IoServer::Instance()->DirectoryExists(projectPath))
{
n_error("Setup project path error, project path is not a full path, or the project folder is not exist.");
}
pAssignRegistry->SetAssign( IO::Assign("project", projectPath));
pAssignRegistry->SetAssign(IO::Assign("asset", "project:Asset") );
// setup defalut content assigns
pAssignRegistry->SetAssign(IO::Assign("atp", "asset:ActorTemplate"));
pAssignRegistry->SetAssign(IO::Assign("ani", "asset:Animation"));
pAssignRegistry->SetAssign(IO::Assign("msh", "asset:Mesh"));
pAssignRegistry->SetAssign(IO::Assign("phy", "asset:physics"));
pAssignRegistry->SetAssign(IO::Assign("scene", "asset:Scene"));
pAssignRegistry->SetAssign(IO::Assign("script", "asset:Script"));
pAssignRegistry->SetAssign(IO::Assign("shd", "asset:Shader"));
pAssignRegistry->SetAssign(IO::Assign("sound", "asset:Sound"));
pAssignRegistry->SetAssign(IO::Assign("tex", "asset:Texture"));
pAssignRegistry->SetAssign(IO::Assign("ui", "asset:UIMedia"));
// setup engine default assigns
pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
#endif
}
} // namespace Tools