genesis-3d_engine/Engine/players/Demo/Demo_GameApplication.cc
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

404 lines
13 KiB
C++

/** \file: DemoGameApplication.cc
* \brief: implement the DemoGameApplication
* Copyright (c) 2011,³©ÓÎÌìÏÂWebJetÊÂÒµ²¿
* All rights reserved.
* Date Ver Who Comment
* 2011/10/14 1.0 SunHao
*/
#include "stdneb.h"
#include "appframework/app_fwd_decl.h"
#include "Demo_GameApplication.h"
#include "DemoGameStateHandler.h"
#include "InputSystem.h"
#include "input/inputhardwaresource.h"
#include "input/inputwindowsource.h"
#include "app/appframework/statehandler.h"
#include "app/inputfeature/defaultinputprocss.h"
#include "graphicsystem/graphicobjectmanager.h"
#include "graphicfeature/graphicsfeature.h"
#include "basegamefeature/basegamefeature.h"
#include "inputfeature/inputfeature.h"
#include "simplegamestatehandler.h"
#include "soundfeature/SoundFeature.h"
#include "vegetationfeature/vegetationfeature.h"
#include "particlefeature/particlefeature.h"
#include "physXfeature/PhysicsFeature.h"
#include "animationfeature/AnimationFeature.h"
#include "app/scriptfeature/inc/script_feature.h"
#include "graphicsystem/Renderable/SimpleShapeRenderable.h"
#include "graphicfeature/components/cameracomponent.h"
#include "io/memorystream.h"
namespace Demo
{
__ImplementThreadSingleton(DemoGameApplication);
/// the WinProc
static LRESULT CALLBACK WinProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
//------------------------------------------------------------------------------
/**
*/
DemoGameApplication::DemoGameApplication()
: m_Wnd(0)
, m_TestWnd(0)
{
__ConstructThreadSingleton;
}
//------------------------------------------------------------------------------
/**
*/
DemoGameApplication::~DemoGameApplication()
{
if (this->IsOpen())
{
this->Close();
}
__DestructThreadSingleton;
}
//------------------------------------------------------------------------------
/**
*/
void DemoGameApplication::SetupStateHandlers()
{
#if 0
// create our standard gamestatehandler
Ptr<DemoGameStateHandler> gameState = DemoGameStateHandler::Create();
gameState->SetName("GameState");
gameState->SetSceneName("scene:DemoScene.scene");
this->AddStateHandler(gameState.get());
#else
Ptr<SimpleStateHandler> gameState = SimpleStateHandler::Create();
gameState->SetName("GameState");
const Util::String &SceneName = args.GetString("Scene");
if ( SceneName.IsValid() )
{
gameState->SetSceneName(SceneName);
}
this->AddStateHandler(gameState.get());
#endif
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;
}
DemoGameApplication* pApp = DemoGameApplication::Instance();
Ptr<Input::InputWindowSource> pInputSource = pApp->GetInputWindowsSource();
if ( pInputSource.isvalid() )
{
return pInputSource->OnWinProc(hWnd, uMsg, wParam, lParam );
}
else
{
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
}
void DemoGameApplication::Run(void)
{
while ( this->GetCurrentState() != "Exit" )
{
if ( m_Wnd )
{
MSG msg;
while (PeekMessage(&msg, m_Wnd, 0, 0, PM_REMOVE))
{
//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();
App::TStateHandlerPtr curStateHandler;
Util::String newState;
if (curState.IsValid())
{
// call the current state handler
curStateHandler = this->FindStateHandlerByName(curState);
n_assert(curStateHandler);
newState = curStateHandler->OnFrame();
}
#if 0
//²âÊԶര¿ÚµÄ´úÂë
static bool Test_S = true;
if( Test_S )
{
Test_S = false;
Graphic::CameraSetting camera;
Math::matrix44 test1;
test1.identity();
test1.set_position( Math::float4( 3000.0f, 50.0f, 1220.0f, 1.0f ) );
camera.UpdateViewMatrix( test1 );
camera.SetupPerspectiveFovRH( 1.1f, 1.1f, 0.1f, 1000.0f );
this->mGraphicsFeature->AddViewPortWindow( m_TestWnd, camera );
}
#endif
// 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 DemoGameApplication::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<DemoInputManager> pInputProcess = DemoInputManager::Create();
//this->m_InputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
int wndWidth,wndHeight;
wndWidth = 1024;
wndHeight = 768;
// 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 = "Demo";
wndClass.hIconSm = NULL;
RegisterClassEx(&wndClass);
m_Wnd = ::CreateWindow("Demo", // lpClassName
"WebJetDemo", // lpWindowName
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
0, // x
0, // y
wndWidth, // nWidth
wndHeight, // nHeight
NULL, // hWndParent
NULL, // hMenu
GetModuleHandle(0), // hInstance
NULL); // lParam
this->mGraphicsFeature->SetWebVersion(false);
this->mGraphicsFeature->SetMainWindow(m_Wnd);
RECT clientRect;
GetClientRect(m_Wnd,&clientRect);
wndHeight = clientRect.bottom - clientRect.top ;
wndWidth = clientRect.right - clientRect.left;
this->mGraphicsFeature->SetWindowSize( wndWidth, wndHeight);
#if 0
//²âÊԶര¿ÚµÄ´úÂë
wndClass.lpszClassName = "DemoTest";
RegisterClassEx(&wndClass);
m_TestWnd = ::CreateWindow("DemoTest", // lpClassName
"WebJetDemo_Test", // lpWindowName
WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX | WS_VISIBLE, // dwStyle
0, // x
0, // y
wndWidth / 2, // nWidth
wndHeight / 2, // nHeight
NULL, // hWndParent
NULL, // hMenu
GetModuleHandle(0), // hInstance
NULL); // lParam
#endif
App::InputSourceList inputsourceList;
m_InputWindowsSource = Input::InputWindowSource::Create();
m_InputWindowsSource->SetWnd(m_Wnd);
inputsourceList.Append( m_InputWindowsSource.upcast<Input::InputSource>() );
// DInput's IO
Ptr< Input::InputHardwareSource > hardwareSource = Input::InputHardwareSource::Create();
inputsourceList.Append( hardwareSource.upcast<Input::InputSource>() );
mInputFeature->InitSource( inputsourceList );
Ptr<App::DefaultProcessInput> pInputProcess = App::DefaultProcessInput::Create();
this->mInputFeature->AttachManager( pInputProcess.upcast<App::Manager>() );
// attach feature
this->mGameServer->AttachGameFeature(this->mGraphicsFeature.upcast<App::Feature>());
this->mGameServer->AttachGameFeature(this->mInputFeature.upcast<App::Feature>());
this->mParticleFeature = App::ParticleFeature::Create();
mGameServer->AttachGameFeature(this->mParticleFeature.upcast<App::Feature>());
this->mVegeFeature = App::VegetationFeature::Create();
mGameServer->AttachGameFeature(this->mVegeFeature.upcast<App::Feature>());
// sound feature
this->mSoundFeature = App::SoundFeature::Create();
this->mGameServer->AttachGameFeature(this->mSoundFeature.cast<App::Feature>());
this->mPhysicsFeature = App::PhysicsFeature::Create();
this->mGameServer->AttachGameFeature( this->mPhysicsFeature.upcast<App::Feature>() );
this->mAnimationFeature = App::AnimationFeature::Create();
this->mGameServer->AttachGameFeature( this->mAnimationFeature.upcast<App::Feature>() );
this->mScriptFeature = App::ScriptFeature::Create();
this->mGameServer->AttachGameFeature( this->mScriptFeature.upcast<App::Feature>() );
mBaseGameFeature->LoadActorTemplate();
}
//------------------------------------------------------------------------------
/**
Cleanup all added game features
*/
void DemoGameApplication::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;
this->mGameServer->RemoveGameFeature(this->mVegeFeature.upcast<App::Feature>());
this->mVegeFeature = 0;
this->mGameServer->RemoveGameFeature(this->mSoundFeature.upcast<App::Feature>());
this->mSoundFeature = 0;
this->mGameServer->RemoveGameFeature(this->mPhysicsFeature.upcast<App::Feature>());
this->mPhysicsFeature = 0;
this->mGameServer->RemoveGameFeature(this->mAnimationFeature.upcast<App::Feature>());
this->mAnimationFeature = 0;
this->mGameServer->RemoveGameFeature(this->mScriptFeature.upcast<App::Feature>());
this->mScriptFeature = 0;
GameApplication::CleanupGameFeatures();
}
//------------------------------------------------------------------------------
/**
*/
bool DemoGameApplication::Open()
{
bool ret = App::GameApplication::Open();
return ret;
}
void DemoGameApplication::Close()
{
m_InputWindowsSource = NULL;
App::GameApplication::Close();
}
//------------------------------------------------------------------------
void DemoGameApplication::SetupProjectAssigns()
{
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") );
pAssignRegistry->SetAssign(IO::Assign("editor", "project:Editor") );
// 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("logic", "asset:Logic"));
// setup engine default assigns
pAssignRegistry->SetAssign(IO::Assign("sys", "asset:System"));
}
} // namespace Tools