6e8fbca745
match the genesis editor version 1.3.0.653.
331 lines
10 KiB
C++
331 lines
10 KiB
C++
/** \file: DemoPublishGameApplication.cpp
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* \brief:
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* Copyright (c) 2011,WebJet Enterprise Department.ChangYou
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* All rights reserved.
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* Date Ver Who Comment
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* 2011/10/28 1.0 SunHao
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*/
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#include "stdneb.h"
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#include "input/inputhardwaresource.h"
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#include "input/inputwindowsource.h"
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#include "graphicsystem/graphicobjectmanager.h"
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#include "app/inputfeature/defaultinputprocss.h"
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#include "app/appframework/statehandler.h"
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#include "DemoGameStateHandler.h"
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#include "DemoPublish_GameApplication.h"
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#include "InputSystem.h"
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namespace DemoPublish
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{
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__ImplementThreadSingleton(DemoPublishGameApplication);
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/// the WinProc
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static LRESULT CALLBACK WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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//------------------------------------------------------------------------------
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/**
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*/
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DemoPublishGameApplication::DemoPublishGameApplication()
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: mExternWnd(0)
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{
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__ConstructThreadSingleton;
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mbWebVersion = false;
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mhWebWindow = NULL;
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gameState = NULL;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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DemoPublishGameApplication::~DemoPublishGameApplication()
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{
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__DestructThreadSingleton;
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if (this->IsOpen())
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{
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this->Close();
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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
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DemoPublishGameApplication::SetupStateHandlers()
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{
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// create our standard gamestatehandler
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gameState = Demo::DemoGameStateHandler::Create();
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gameState->SetName("GameState");
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Util::String fullScenePath = "scene:";
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fullScenePath += m_sSceneName;
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gameState->SetSceneName(fullScenePath);
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this->AddStateHandler(gameState.get());
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this->SetState("GameState");
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}
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//------------------------------------------------------------------------------
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/**
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The Nebula3 WinProc.
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*/
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LRESULT CALLBACK
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WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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DemoPublishGameApplication* pApp = DemoPublishGameApplication::Instance();
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Ptr<Input::InputWindowSource> pInputSource = pApp->GetInputWindowsSource();
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if ( pInputSource.isvalid() )
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{
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return pInputSource->OnWinProc(hWnd, uMsg, wParam, lParam );
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}
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else
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{
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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}
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void DemoPublishGameApplication::Run()
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{
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if ( this->GetCurrentState() != "Exit" )
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{
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//_start_timer(mGameApplicationFrameTimeAll);
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#if __NEBULA3_HTTP__
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this->mHttpServerProxy->HandlePendingRequests();
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#endif
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this->mCoreServer->Trigger();
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//trigger our game server, which triggers all game features
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this->mGameServer->OnFrame();
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Util::String curState = this->GetCurrentState();
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Ptr<App::StateHandler> curStateHandler;
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Util::String newState;
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if (curState.IsValid())
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{
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// call the current state handler
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curStateHandler = this->FindStateHandlerByName(curState);
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n_assert(curStateHandler);
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newState = curStateHandler->OnFrame();
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}
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// call the app's Run() method
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Application::Run();
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// a requested state always overrides the returned state
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if (this->mRequestedState.IsValid())
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{
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this->SetState(this->mRequestedState);
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}
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else if (newState.IsValid() && newState != curStateHandler->GetName())
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{
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// a normal state transition
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this->SetState(newState);
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}
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//_stop_timer(mGameApplicationFrameTimeAll);
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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 DemoPublishGameApplication::SetupGameFeatures()
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{
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GameApplication::SetupGameFeatures();
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// create and attach default features
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this->mBaseGameFeature = App::BaseGameFeature::Create();
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this->mBaseGameFeature->SetCmdLineArgs(this->GetCmdLineArgs());
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this->mBaseGameFeature->SetRenderDebug(true);
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this->mGameServer->AttachGameFeature(this->mBaseGameFeature.cast<App::Feature>());
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// call this function when the baseGameFeature is attach
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this->mBaseGameFeature->LoadActorTemplate();
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// game features
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this->mGraphicsFeature = App::GraphicsFeature::Create();
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mGraphicObjectManager = App::GraphicObjectManager::Create();
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mGraphicObjectManager->OnActivate();
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//this->mGraphicsFeature->SetWebVersion(false,NULL);
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this->mGraphicsFeature->SetWebVersion(mbWebVersion);
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this->mGraphicsFeature->SetMainWindow(mhWebWindow);
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// input features
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//this->mInputFeature = App::InputFeature::Create();
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this->mInputFeature = App::InputFeature::Create();
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Ptr<Demo::DemoInputManager> pInputProcess = Demo::DemoInputManager::Create();
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this->mInputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
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if ( true )
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{
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//test
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// register window class
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//WNDCLASSEX wndClass;
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//Memory::Clear(&wndClass, sizeof(wndClass));
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//wndClass.cbSize = sizeof(wndClass);
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//wndClass.style = CS_DBLCLKS;
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//wndClass.lpfnWndProc = WinProc;
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//wndClass.cbClsExtra = 0;
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//wndClass.cbWndExtra = sizeof(void*); // used to hold 'this' pointer
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//wndClass.hInstance = GetModuleHandle(0);
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//wndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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//wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
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//wndClass.hbrBackground = (HBRUSH) GetStockObject(NULL_BRUSH);
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//wndClass.lpszMenuName = NULL;
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//wndClass.lpszClassName = "Test";
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//wndClass.hIconSm = NULL;
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//RegisterClassEx(&wndClass);
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//mExternWnd = ::CreateWindow("Test", // lpClassName
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// "Nebula3", // lpWindowName
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// WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
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// 0, // x
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// 0, // y
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// 640, // nWidth
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// 480, // nHeight
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// NULL, // hWndParent
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// NULL, // hMenu
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// GetModuleHandle(0), // hInstance
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// NULL); // lParam
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this->mGraphicsFeature->SetWebVersion(mbWebVersion);
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this->mGraphicsFeature->SetMainWindow(mhWebWindow);
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this->mGraphicsFeature->SetWindowSize( muGameWidth, muGameHeight);
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//this->mGraphicsFeature->SetWindowHeight(muGameHeight);
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//this->mInputFeature->SetWebVersion(mbWebVersion,mhWebWindow);
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App::InputSourceList inputsourceList;
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mInputWindowsSource = Input::InputWindowSource::Create();
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mInputWindowsSource->SetWnd((HWND)mhWebWindow);
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inputsourceList.Append( mInputWindowsSource.upcast<Input::InputSource>() );
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// DInput <20><>IO<49><4F><EFBFBD><EFBFBD>
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Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
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inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
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mInputFeature->InitSource( inputsourceList );
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}
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else
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{
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//this->mGraphicsFeature->SetWebVersion(false);
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//this->mGraphicsFeature->SetWindow(NULL);
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//App::InputSourceList inputsourceList;
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//// <20>ڲ<EFBFBD><DAB2><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD>ڵ<EFBFBD>IO<49><4F><EFBFBD><EFBFBD>
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//
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//Ptr< Input::DisplayEventInputSource > displaySource = Input::DisplayEventInputSource::Create();
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//inputsourceList.Append( displaySource.upcast<Input::InputSource>() );
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//// DInput <20><>IO<49><4F><EFBFBD><EFBFBD>
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//Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
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//inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
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//mInputFeature->InitSource( inputsourceList );
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}
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this->mGameServer->AttachGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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// input features
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//this->mInputFeature = App::InputFeature::Create();
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//this->mInputFeature->SetWebVersion(mbWebVersion,mhWebWindow);
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mGameServer->AttachGameFeature(this->mInputFeature.upcast<App::Feature>());
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}
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//------------------------------------------------------------------------------
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/**
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Cleanup all added game features
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*/
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void
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DemoPublishGameApplication::CleanupGameFeatures()
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{
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this->mGameServer->RemoveGameFeature(this->mInputFeature.upcast<App::Feature>());
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this->mInputFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mBaseGameFeature.upcast<App::Feature>());
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this->mBaseGameFeature = 0;
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this->mGameServer->RemoveGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
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this->mGraphicsFeature = 0;
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this->mGraphicObjectManager->OnDeactivate();
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this->mGraphicObjectManager = 0;
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GameApplication::CleanupGameFeatures();
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}
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//------------------------------------------------------------------------------
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/**
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*/
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bool
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DemoPublishGameApplication::Open()
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{
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bool ret = App::GameApplication::Open();
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return ret;
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}
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void DemoPublishGameApplication::Close()
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{
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mInputWindowsSource = NULL;
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App::GameApplication::Close();
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}
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void DemoPublishGameApplication::SetWebVersion( bool bWebVersion,void* hWebWindow )
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{
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mbWebVersion = bWebVersion;
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mhWebWindow = hWebWindow;
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}
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void DemoPublishGameApplication::End()
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{
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const Ptr<App::StateHandler> gameState = this->GetCurrentStateHandler();
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gameState->OnStateLeave( "Null" );
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App::GameServer::Instance()->SetQuitRequested();
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Close();
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//Exit();
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}
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//------------------------------------------------------------------------
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void DemoPublishGameApplication::SetupProjectAssigns()
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{
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// local solution
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IO::AssignRegistry* pAssignRegistry = IO::AssignRegistry::Instance();
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pAssignRegistry->SetAssign(IO::Assign("home",m_sResourceBaseDir ));
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pAssignRegistry->SetAssign(IO::Assign("netBase", m_sResDownloadUrl) );
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pAssignRegistry->SetAssign(IO::Assign("localAsset", "home:Asset") );
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pAssignRegistry->SetAssign(IO::Assign("netAssert", "netBase:DownloadAsset/Demo") );
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//pAssignRegistry->SetAssign(IO::Assign("asset", "home:Asset") );
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pAssignRegistry->SetAssign(IO::Assign("atp", "netAssert:ActorTemplate"));
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pAssignRegistry->SetAssign(IO::Assign("ani", "netAssert:Animation"));
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pAssignRegistry->SetAssign(IO::Assign("msh", "netAssert:Mesh"));
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pAssignRegistry->SetAssign(IO::Assign("phy", "netAssert:physics"));
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pAssignRegistry->SetAssign(IO::Assign("scene", "netAssert:Scene"));
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pAssignRegistry->SetAssign(IO::Assign("script", "netAssert:Script"));
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pAssignRegistry->SetAssign(IO::Assign("sound", "netAssert:Sound"));
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pAssignRegistry->SetAssign(IO::Assign("tex", "netAssert:Texture"));
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pAssignRegistry->SetAssign(IO::Assign("logic", "localAsset:Logic"));
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pAssignRegistry->SetAssign(IO::Assign("shd", "localAsset:Shader"));
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pAssignRegistry->SetAssign(IO::Assign("sys", "localAsset:System"));
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}
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} // namespace Tools
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