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xn65/framework/platform/game-dx.cpp

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#define NOMINMAX
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#include "../game/time.hpp"
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#include "audioengine-dx.hpp"
#include "device-dx.hpp"
#include "game-dx.hpp"
#include "gamepad-dx.hpp"
#include "gdevicemanager-dx.hpp"
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#include "keyboard-dx.hpp"
#include "mouse-dx.hpp"
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#include "window-dx.hpp"
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#include <Windows.h>
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namespace xna {
Game::Game() {
_gameWindow = New<GameWindow>();
_gameWindow->Color(255, 155, 55);
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_gameWindow->Title("XN65");
_gameWindow->Size(
GraphicsDeviceManager::DefaultBackBufferWidth,
GraphicsDeviceManager::DefaultBackBufferHeight, false);
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}
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void Game::Exit()
{
_gameWindow->Close();
}
int Game::Run() {
Initialize();
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if (_graphicsDevice == nullptr) {
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MessageBox(nullptr, "O dispositivo gr<67>fico n<>o foi inicializado corretamente", "XN65", MB_OK);
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return EXIT_FAILURE;
}
return startLoop();
}
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void Game::Draw(GameTime const& gameTime) {
_graphicsDevice->Present();
}
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void Game::Initialize() {
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Keyboard::Initialize();
Mouse::Initialize();
//initialize <20> requisito para GamePad
Microsoft::WRL::Wrappers::RoInitializeWrapper initialize(RO_INIT_MULTITHREADED);
if (FAILED(initialize))
MessageBox(nullptr, "Ocorreu um erro ao executar Microsoft::WRL::Wrappers::RoInitializeWrapper. O GamePad n<>o foi inicializado corretamente.", "XN65", MB_OK);
GamePad.Initialize();
//CoInitializeEx <20> requisito para AudioEngine
const auto hr = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
if (FAILED(hr))
MessageBox(nullptr, "Ocorreu um erro ao executar CoInitializeEx. O AudioEngine n<>o foi inicializado corretamente.", "XN65", MB_OK);
_audioEngine = New<AudioEngine>();
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LoadContent();
}
void Game::Update(GameTime const& gameTime) {
_audioEngine->Update();
}
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int Game::startLoop() {
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MSG msg{};
_stepTimer = DX::StepTimer();
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do {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
else {
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step();
}
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} while (msg.message != WM_QUIT);
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return static_cast<int>(msg.wParam);
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}
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void Game::step()
{
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_stepTimer.Tick([&]()
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{
const auto elapsed = _stepTimer.GetElapsedSeconds();
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const auto total = _stepTimer.GetTotalSeconds();
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const auto elapsedTimeSpan = TimeSpan::FromSeconds(elapsed);
const auto totalTimeSpan = TimeSpan::FromSeconds(total);
_currentGameTime.ElapsedGameTime = elapsedTimeSpan;
_currentGameTime.TotalGameTime = totalTimeSpan;
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Update(_currentGameTime);
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});
Draw(_currentGameTime);
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}
}