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https://github.com/borgesdan/xn65
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Aplica modificações antes de push para github
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@ -6,85 +6,84 @@
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namespace xna {
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//Framework
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class BoundingBox;
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using PBoundingBox = std::shared_ptr<BoundingBox>;
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class BoundingFrustum;
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using PBoundingFrustum = std::shared_ptr<BoundingFrustum>;
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class BoundinSphere;
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using PBoundinSphere = std::shared_ptr<BoundinSphere>;
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struct Color;
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using PColor = std::shared_ptr<Color>;
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class Curve;
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using PCurve = std::shared_ptr<Curve>;
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class CurveContinuity;
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using PCurveContinuity = std::shared_ptr<CurveContinuity>;
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class CurveKey;
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using PCurveKey = std::shared_ptr<CurveKey>;
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class CurveKeyCollection;
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using PCurveKeyCollection = std::shared_ptr<CurveKeyCollection>;
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struct Matrix;
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using PMatrix = std::shared_ptr<Matrix>;
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class Plane;
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using PPlane = std::shared_ptr<Plane>;
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struct Point;
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using PPoint = std::shared_ptr<Point>;
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class Quaternion;
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using PQuaternion = std::shared_ptr<Quaternion>;
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class Ray;
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using PRay = std::shared_ptr<Ray>;
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struct Rectangle;
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using PRectangle = std::shared_ptr<Rectangle>;
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struct Vector2;
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using PVector2 = std::shared_ptr<Vector2>;
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struct Vector3;
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using PVector3 = std::shared_ptr<Vector3>;
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struct Vector4;
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using PVector4 = std::shared_ptr<Vector4>;
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//Game
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class DrawableGameComponent;
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using PDrawableGameComponent = std::shared_ptr<DrawableGameComponent>;
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class Game;
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using PGame = std::shared_ptr<Game>;
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class GameComponent;
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using PGameComponent = std::shared_ptr<GameComponent>;
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class GameComponentCollection;
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using PGameComponentCollection = std::shared_ptr<GameComponentCollection>;
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class GameClock;
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using PGameClock = std::shared_ptr<GameClock>;
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class GameTime;
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using PGameTime = std::shared_ptr<GameTime>;
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class GameWindow;
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using PGameWindow = std::shared_ptr<GameWindow>;
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class IDrawable;
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using PIDrawable = std::shared_ptr<IDrawable>;
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class IGameComponent;
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using PIGameComponent = std::shared_ptr<IGameComponent>;
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class IUpdatable;
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using PIUpdatable = std::shared_ptr<IUpdatable>;
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//Graphics
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class BlendState;
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using PBlendState = std::shared_ptr<BlendState>;
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class DisplayMode;
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using PDisplayMode = std::shared_ptr<DisplayMode>;
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class DisplayModeCollection;
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using PDisplayModeCollection = std::shared_ptr<DisplayModeCollection>;
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class GraphicsAdapter;
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using PGraphicsAdapter = std::shared_ptr<GraphicsAdapter>;
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class GraphicsDevice;
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using PGraphicsDevice = std::shared_ptr<GraphicsDevice>;
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class RenderTarget2D;
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using PRenderTarget2D = std::shared_ptr<RenderTarget2D>;
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class SwapChain;
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using PSwapChain = std::shared_ptr<SwapChain>;
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class Texture;
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using PTexture = std::shared_ptr<Texture>;
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class Texture2D;
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using PTexture2D = std::shared_ptr<Texture2D>;
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struct Viewport;
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using PBoundingBox = std::shared_ptr<BoundingBox>;
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using PBoundingFrustum = std::shared_ptr<BoundingFrustum>;
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using PBoundinSphere = std::shared_ptr<BoundinSphere>;
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using PColor = std::shared_ptr<Color>;
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using PCurve = std::shared_ptr<Curve>;
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using PCurveContinuity = std::shared_ptr<CurveContinuity>;
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using PCurveKey = std::shared_ptr<CurveKey>;
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using PCurveKeyCollection = std::shared_ptr<CurveKeyCollection>;
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using PMatrix = std::shared_ptr<Matrix>;
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using PPlane = std::shared_ptr<Plane>;
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using PPoint = std::shared_ptr<Point>;
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using PQuaternion = std::shared_ptr<Quaternion>;
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using PRay = std::shared_ptr<Ray>;
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using PRectangle = std::shared_ptr<Rectangle>;
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using PVector2 = std::shared_ptr<Vector2>;
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using PVector3 = std::shared_ptr<Vector3>;
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using PVector4 = std::shared_ptr<Vector4>;
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using PDrawableGameComponent = std::shared_ptr<DrawableGameComponent>;
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using PGame = std::shared_ptr<Game>;
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using PGameComponent = std::shared_ptr<GameComponent>;
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using PGameComponentCollection = std::shared_ptr<GameComponentCollection>;
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using PGameTime = std::shared_ptr<GameTime>;
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using PGameWindow = std::shared_ptr<GameWindow>;
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using PIDrawable = std::shared_ptr<IDrawable>;
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using PIGameComponent = std::shared_ptr<IGameComponent>;
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using PIUpdatable = std::shared_ptr<IUpdatable>;
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using PBlendState = std::shared_ptr<BlendState>;
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using PDisplayMode = std::shared_ptr<DisplayMode>;
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using PDisplayModeCollection = std::shared_ptr<DisplayModeCollection>;
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using PGraphicsAdapter = std::shared_ptr<GraphicsAdapter>;
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using PGraphicsDevice = std::shared_ptr<GraphicsDevice>;
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using PRenderTarget2D = std::shared_ptr<RenderTarget2D>;
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using PSwapChain = std::shared_ptr<SwapChain>;
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using PTexture = std::shared_ptr<Texture>;
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using PTexture2D = std::shared_ptr<Texture2D>;
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using PViewport = std::shared_ptr<Viewport>;
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using PViewport = std::shared_ptr<Viewport>;
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}
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#endif
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D3D11_BLEND_DESC blendDesc{};
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blendDesc.AlphaToCoverageEnable = AlphaToCoverage;
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blendDesc.IndependentBlendEnable = IndependentBlendEnable;
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blendDesc.RenderTarget[0].BlendEnable = RenderTargets[0]->Enabled;
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blendDesc.RenderTarget[0].SrcBlend = BlendMapper::ConvertBlend(RenderTargets[0]->Source);
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blendDesc.RenderTarget[0].DestBlend = BlendMapper::ConvertBlend(RenderTargets[0]->Destination);
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blendDesc.RenderTarget[0].BlendOp = BlendMapper::ConvertOperation(RenderTargets[0]->Operation);
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blendDesc.RenderTarget[0].SrcBlendAlpha = BlendMapper::ConvertBlend(RenderTargets[0]->SourceAlpha);
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blendDesc.RenderTarget[0].DestBlendAlpha = BlendMapper::ConvertBlend(RenderTargets[0]->DestinationAlpha);
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blendDesc.RenderTarget[0].BlendOpAlpha = BlendMapper::ConvertOperation(RenderTargets[0]->OperationAlpha);
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blendDesc.RenderTarget[0].RenderTargetWriteMask = BlendMapper::ConvertColorWrite(RenderTargets[0]->WriteMask);
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blendDesc.IndependentBlendEnable = IndependentBlendEnable;
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for (size_t i = 0; i < 8; ++i) {
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if (RenderTargets[i] == nullptr)
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break;
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blendDesc.RenderTarget[0].BlendEnable = RenderTargets[0]->Enabled;
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blendDesc.RenderTarget[0].SrcBlend = BlendMapper::ConvertBlend(RenderTargets[0]->Source);
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blendDesc.RenderTarget[0].DestBlend = BlendMapper::ConvertBlend(RenderTargets[0]->Destination);
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blendDesc.RenderTarget[0].BlendOp = BlendMapper::ConvertOperation(RenderTargets[0]->Operation);
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blendDesc.RenderTarget[0].SrcBlendAlpha = BlendMapper::ConvertBlend(RenderTargets[0]->SourceAlpha);
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blendDesc.RenderTarget[0].DestBlendAlpha = BlendMapper::ConvertBlend(RenderTargets[0]->DestinationAlpha);
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blendDesc.RenderTarget[0].BlendOpAlpha = BlendMapper::ConvertOperation(RenderTargets[0]->OperationAlpha);
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blendDesc.RenderTarget[0].RenderTargetWriteMask = BlendMapper::ConvertColorWrite(RenderTargets[0]->WriteMask);
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}
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if (_device == nullptr || _device != device)
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_device = device;
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@ -31,6 +31,9 @@ namespace xna {
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MSG msg{};
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_clock.Start();
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GameTime gameTime{};
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TimeSpan endElapsedTime{};
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do {
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
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{
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@ -38,23 +41,23 @@ namespace xna {
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DispatchMessage(&msg);
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}
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else {
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GameTime gt;
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auto elapsed = _clock.ElapsedTime();
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gameTime.ElapsedGameTime = elapsed - endElapsedTime;
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gameTime.TotalGameTime = _clock.TotalTime();
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gt.ElapsedGameTime = _clock.ElapsedTime();
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gt.TotalGameTime = _clock.TotalTime();
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auto ml = gt.ElapsedGameTime.Milliseconds();
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this->Update(gameTime);
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this->Update(gt);
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//_graphicsDevice->Clear();
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_graphicsDevice->Clear();
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elapsed = _clock.ElapsedTime();
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gameTime.ElapsedGameTime = elapsed - endElapsedTime;
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gameTime.TotalGameTime = _clock.TotalTime();
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gt.ElapsedGameTime = _clock.ElapsedTime();
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gt.TotalGameTime = _clock.TotalTime();
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ml = gt.ElapsedGameTime.Milliseconds();
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this->Draw(gt);
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this->Draw(gameTime);
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_graphicsDevice->Present();
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endElapsedTime = _clock.ElapsedTime();
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}
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} while (msg.message != WM_QUIT);
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@ -22,9 +22,9 @@ namespace xna {
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virtual void Initialize() override{}
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virtual void Update(GameTime const& gameTime) override{}
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private:
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protected:
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PGraphicsDevice _graphicsDevice{ nullptr };
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PGameWindow _gameWindow{ nullptr };
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PGraphicsDevice _graphicsDevice{ nullptr };
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GameClock _clock{};
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GameTime _currentGameTime{};
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// return 0;
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//}
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class Game1 : public Game {
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virtual void Update(GameTime const& gameTime) {
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Game::Update(gameTime);
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}
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virtual void Draw(GameTime const& gameTime) {
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_graphicsDevice->Clear();
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Game::Draw(gameTime);
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}
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};
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int APIENTRY WinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPSTR lpCmdLine, _In_ int nCmdShow) {
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Game game;
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/*Game game;
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game.Run();*/
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Game1 game;
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game.Run();
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return 0;
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}
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