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GameLogic.h
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#pragma once
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <windows.h>
#include <tchar.h>
#include <memory>
#include <vector>
#include <stack>
#include <cmath>
#include <time.h>
#include <atlImage.h>
#include <map>
#include <chrono>
#include <algorithm>
#include <iostream>
#include <fstream>
#include <Eigen/Dense>
#include "ConsoleDebug.h"
#include "fmod.hpp"
#include "fmod_errors.h"
#include "lib/nlohmann/json.hpp"
#include <d2d1.h>
#include <d2d1helper.h>
#include <dwrite.h>
#include <wincodec.h>
#define D2R 0.0174532f
#define R2D 57.295779f
#define PI 3.141592f
class GameObject;
class World;
class Component;
class Transform;
class Camera;
class Renderer;
class SpriteRenderer;
class GameManager;
class Sprite;
class InputManager;
class GameManager;
class NodeSystem;
class Component
{
public:
bool isFirst = true;
std::weak_ptr<GameObject> gameObject;
virtual void Update(){};
virtual void LateUpdate() {};
virtual void BeforeRender() {};
virtual void Start() {};
virtual void Enable () {};
virtual void Disable() {};
virtual void Destroy() {};
};
class Renderer;
class Transform : public Component
{
public:
Eigen::Vector2d position = Eigen::Vector2d(0, 0);
Eigen::Vector2d localScale = Eigen::Vector2d(1, 1);
float rotationZ = 0;
Eigen::Matrix3d GetL2WMat();
Eigen::Matrix3d GetW2LMat();
Eigen::Matrix3d GetL2WMatScale();
Eigen::Matrix3d GetW2LMatScale();
Eigen::Matrix3d GetW2LMatRotate();
Eigen::Matrix3d GetL2WMatRotate();
Eigen::Matrix3d GetL2WMatPosition();
Eigen::Matrix3d GetW2LMatPosition();
virtual void Update() {};
virtual void LateUpdate() {};
virtual void BeforeRender() {};
virtual void Start() {};
virtual void Enable() {};
virtual void Disable() {};
virtual void Destroy() {};
};
#define sprite_Vignette_1 510
class Camera : public Component
{
public:
Eigen::Vector2d cameraScale = Eigen::Vector2d(1, 1);
std::vector<Renderer*> rendererList;
Eigen::Matrix3d ScreenTranslateMatrix();
Eigen::Vector2d ScreenToWorld(Eigen::Vector2d pos);
Eigen::Vector2d WorldToScreen(Eigen::Vector2d pos);
template <typename T> void PushRenderer(T* element)
{
Renderer* renderer = dynamic_cast<Renderer*>(element);
if (renderer != NULL)
{
rendererList.push_back(renderer);
}
}
virtual void Render(HDC hdc);
virtual void Update();
};
class Renderer : public Component
{
public:
int zIndex = 0;
virtual void Render(HDC hdc, Camera* camera);
virtual void Update() {};
virtual void LateUpdate() {};
virtual void BeforeRender();
virtual void Start() {};
virtual void Enable() {};
virtual void Disable() {};
virtual void Destroy() {};
};
class SpriteRenderer : public Renderer
{
public:
CImage* sprite2 = NULL;
std::weak_ptr<Sprite> sprite;
Eigen::Vector2d flip = Eigen::Vector2d(0, 0);
Eigen::Vector2d renderSize = Eigen::Vector2d(100, 100);
int animationIndex = 0;
bool animationLoop = true;
bool isAnimation = true;
float animationTime = 0;
float animationSpeedScale = 1.0f;
bool alpha = true;
float alphaValue = 1.0;
virtual void SetSprite(std::weak_ptr<Sprite> sprite);
void Play();
void Stop();
void Pause();
void Reset();
bool IsPlay();
virtual void Render(HDC hdc, Camera* camera);
virtual void Update();
virtual void LateUpdate();
virtual void BeforeRender();
virtual void Start();
virtual void Enable();
virtual void Disable();
virtual void Destroy();
~SpriteRenderer();
};
#define MAX_TEXT_SIZE 1000
class TextRenderer : public Renderer
{
public:
IDWriteTextFormat* font;
ID2D1SolidColorBrush* brush;
TCHAR text[MAX_TEXT_SIZE];
DWRITE_TEXT_ALIGNMENT sortOrder;
bool alpha = true;
float alphaValue = 1.0;
Eigen::Vector2d renderSize = Eigen::Vector2d(400, 150);
Eigen::Vector2d pivot = Eigen::Vector2d(0.5, 0.5);
virtual void Start()
{
}
virtual void Update()
{
}
void SetFont(IDWriteTextFormat* font, DWRITE_TEXT_ALIGNMENT order)
{
this->font = font;
this->sortOrder = order;
}
void SetText(LPCTSTR str)
{
wcscpy_s(text, MAX_TEXT_SIZE, str);
}
void SetText(TCHAR* str)
{
wcscpy_s(text, MAX_TEXT_SIZE, str);
}
void SetBrush(ID2D1SolidColorBrush* brush)
{
this->brush = brush;
}
virtual void Render(HDC hdc, Camera* camera);
virtual void LateUpdate() {}
virtual void BeforeRender()
{
Renderer::BeforeRender();
font->SetTextAlignment(this->sortOrder);
}
virtual void Enable() {}
virtual void Disable() {}
virtual void Destroy() {}
};
class OverlayRenderer : public Renderer
{
public:
std::weak_ptr<Sprite> sprite;
int animationIndex = 0;
bool animationLoop = true;
bool isAnimation = true;
float animationTime = 0;
float animationSpeedScale = 1.0f;
bool alpha = true;
float alphaValue = 1.0;
virtual void SetSprite(std::weak_ptr<Sprite> sprite)
{
this->sprite = sprite;
}
void Play() {
isAnimation = true;
}
void Stop() {
isAnimation = false;
animationTime = 0;
}
void Pause() {
isAnimation = false;
}
void Reset() {
animationIndex = 0;
animationTime = 0;
}
bool IsPlay() {
return isAnimation == true;
}
virtual void Render(HDC hdc, Camera* camera);
virtual void Update() {
Component::Update();
}
virtual void LateUpdate();
virtual void BeforeRender()
{
Renderer::BeforeRender();
}
virtual void Start() {
Component::Start();
}
virtual void Enable() {
Component::Enable();
}
virtual void Disable() {
Component::Disable();
}
virtual void Destroy() {
Component::Destroy();
}
};
class GameObject : public std::enable_shared_from_this<GameObject>
{
public:
bool isPrevActive = false;
bool isActive = true;
bool isCreated = true;
bool isDestroy = false;
std::vector<std::shared_ptr<Component>> componentList;
std::shared_ptr<Transform> transform;
template <typename T> std::shared_ptr<T> AddComponent(std::shared_ptr<T> element);
template <typename T> std::shared_ptr<T> GetComponent();
template <typename T> std::vector<std::shared_ptr<T>> GetComponents();
GameObject();
~GameObject();
void Destroy();
void Clear();
};
template <typename T> std::shared_ptr<T> GameObject::AddComponent(std::shared_ptr<T> element)
{
for (int i = 0; i < this->componentList.size(); i++)
{
if (this->componentList[i] == element)
return NULL;
}
std::shared_ptr<Component> component = std::dynamic_pointer_cast<Component>(element);
if (component != NULL)
this->componentList.push_back(component);
else
return NULL;
component->gameObject = weak_from_this();
return element;
}
template <typename T> std::shared_ptr<T> GameObject::GetComponent()
{
std::shared_ptr<T> component = NULL;
for (int i = 0; i < this->componentList.size(); i++)
{
if ((component = std::dynamic_pointer_cast<T>(this->componentList[i])) != NULL)
return component;
}
return NULL;
}
template <typename T> std::vector<std::shared_ptr<T>> GameObject::GetComponents()
{
std::vector<std::shared_ptr<T>> components;
std::shared_ptr<T> component = NULL;
for (int i = 0; i < this->componentList.size(); i++)
{
if ((component = std::dynamic_pointer_cast<T>(this->componentList[i])) != NULL)
components.push_back(component);
}
return components;
}
class World
{
public:
std::vector<std::shared_ptr<GameObject>> objectList;
std::shared_ptr<GameObject> CreateGameObject();
virtual void Init();
virtual void Update();
};
class GameManager
{
public:
static std::shared_ptr<Camera> mainCamera;
static std::shared_ptr<World> mainWorld;
static bool targetFrameLock;
static float targetFrame;
static float targetFrameBetween;
static float deltaTime;
static std::chrono::steady_clock::time_point updatePrevClock;
static std::chrono::steady_clock::time_point updateNowClock;
static std::chrono::steady_clock::time_point GameStartClock;
static int screenX;
static int screenY;
static int viewX;
static int viewY;
static HWND mainHWnd;
static RECT viewSize;
static RECT monitorSize;
static Eigen::Vector2d RenderSize;
static ID2D1Factory* mainFactory;
static ID2D1HwndRenderTarget* mainRT;
static IWICImagingFactory* wicFactory;
static ID2D1SolidColorBrush* pBrush;
static IDWriteFactory* pWFactory;
static IDWriteTextFormat* pWFormat;
static FMOD::System* soundSystem;
static void* extradriverdata;
static int RenderMode;
static int gameDestroy;
static float masterSound;
static float BGMSound;
static float SFXSound;
static FMOD::ChannelGroup* channelGroup;
static FMOD::DSP* dsp;
static int fftSize;
static FMOD_DSP_PARAMETER_FFT* fftData;
static void Init();
static void BeforeUpdate();
static void GameDestroy();
};
#define KeyDataSize 512
#define MouseL 0x100
#define MouseR 0x101
#define MouseM 0x102
#define KeyDownBit 0x01
#define KeyStayBit 0x02
#define KeyUpBit 0x04
class KeyData
{
public:
std::chrono::steady_clock::time_point KeyUp;
std::chrono::steady_clock::time_point KeyDown;
};
class InputManager
{
public:
static unsigned int KeyMaskData[KeyDataSize];
static KeyData KeyData[KeyDataSize];
static Eigen::Vector2d mousePos;
static Eigen::Vector2d mousePrevPos;
static void SetKeyState(int keyID, unsigned int bitMask);
static void SetKeyUpTime(int keyID, std::chrono::steady_clock::time_point time);
static void SetKeyDownTime(int keyID, std::chrono::steady_clock::time_point time);
static std::chrono::steady_clock::time_point GetKeyUpTime(int keyID);
static std::chrono::steady_clock::time_point GetKeyDownTime(int keyID);
static unsigned int GetKeyState(int keyID);
static bool GetKeyDown(int keyID);
static bool GetKey(int keyID);
static bool GetKeyUp(int keyID);
static bool GetMouseDown(int keyID, int type);
static bool GetMouse(int keyID, int type);
static bool GetMouseUp(int keyID, int type);
static void BeforeUpdate();
static void AfterUpdate();
};
class Resources
{
public:
static std::map<int, ID2D1Bitmap*> resourceMap;
static std::map<int, FMOD::Sound*> soundMap;
static std::map<int, std::shared_ptr<Sprite>> spriteMap;
static ID2D1Bitmap* ImageLoading(int id, LPCTSTR path);
static ID2D1Bitmap* GetImage(int id);
static FMOD::Sound* SoundLoading(int id, LPCSTR path);
static FMOD::Sound* GetSound(int id);
static std::weak_ptr<Sprite> PushSprite(int id, std::shared_ptr<Sprite> sprite);
static std::weak_ptr<Sprite> GetSprite(int id);
};
class Sprite
{
public:
std::vector<ID2D1Bitmap*> imageList;
Eigen::Vector2i spriteSize = Eigen::Vector2i(100, 100);
Eigen::Vector2d pivot = Eigen::Vector2d(0, 0);
Eigen::Vector2d spriteOffset = Eigen::Vector2d(0, 0);
Eigen::Vector2d spriteTiled = Eigen::Vector2d(1, 1);
float time = 1.0f;
void PushImage(ID2D1Bitmap* image)
{
imageList.push_back(image);
}
};
std::weak_ptr<Sprite> SpriteGroupLoad(const TCHAR* mainPath, const TCHAR* SubPath, const TCHAR* FName, int startIndex, const TCHAR* LName, int count, int resourceIndex, int spriteIndex);
class NodeSystem
{
public:
FMOD::Channel* musicChannel;
std::chrono::steady_clock::time_point startClock;
std::chrono::steady_clock::time_point pauseClock;
double delayTotalTime = 0;
double musicTotalSecond = 100000;
bool isPause = false;
bool isStart = false;
void Start(FMOD::Sound* sound);
void Pause();
void DisPause();
void Stop();
double GetMusicTime();
double GetMusicTotalTime();
double GetDeltaTime(std::chrono::steady_clock::time_point time);
//double
};
class JsonReader
{
public:
nlohmann::json Read(std::string s);
void Write(std::string s, nlohmann::json json);
static std::string stringFormat(std::string s);
static std::wstring stringFormat(std::wstring s);
};