对HGE游戏引擎的一次封装

时间:2023-03-10 02:48:13
对HGE游戏引擎的一次封装

HGE游戏引擎是一个开源2D游戏引擎,基于directX。

它的渲染及逻辑是基于帧回调的框架模式,

其提供一些主要的图像操作和输入控制功能。

我在之前写一个2D游戏的时候对它整个框架进行了一次封装,非常多地方写得比較恶心,请原谅我在变量上命名的不规范。

在此分享出来,主要能够參考一下大体框架吧。

HGE游戏引擎基于帧的回调让我非常不爽,由于咱的游戏逻辑通常是连续的,跟详细帧无关,所以我把整个HGE跑在自己的一个线程之中。我的游戏逻辑部分通过发消息,通知界面更新 以及获取用户输入。

在HGE的主框架下分四个部分

1. 资源管理 2.消息管理 3.声音管理 4.UI管理

以下是GDE_UI_HGEFramework.h

/*
* CopyRight 2009 - 2010 GDE工作室
* 游戏UI系统 - HGE 引擎框架类
* ===================================
* 整个UI系统调用HGE游戏引擎的主框架
*
* 2010/01/08 cg create
*/

#ifndef GDE_UI_HGE_FRAMEWORK_H_
#define GDE_UI_HGE_FRAMEWORK_H_

#include "GDE_UI_ResourceManager.h"
#include "GDE_UI_UIManager.h"
#include "GDE_UI_MessageManager.h"
#include "GDE_UI_SoundManager.h"

#pragma comment(lib,"GDE_UI/HGE/lib/hge.lib")
#pragma comment(lib,"GDE_UI/HGE/lib/hgehelp.lib")
#pragma comment(linker, "/NODEFAULTLIB:libc.lib")

#include "GDE_UI_thread_core.h"

namespace GDE
{
namespace GDE_UI
{

//HGE引擎框架
class HGE_Framework
{
public:
//唯一实例
static HGE_Framework* Instance()
{
static HGE_Framework* instance_ = 0;
if( !instance_ )
{
instance_ = new HGE_Framework();
}
return instance_;
}

~HGE_Framework()
{
delete m_ResManager;
delete m_MessageManager;
delete m_SoundManager;
delete m_UIManager;
}

//開始执行
void Run()
{
//获取资源指针
pHGE = m_ResManager->GetHGEPtr();
pGUI = m_ResManager->GetGuiPtr();

//初始化子类中的HGE核心指针
m_MessageManager->Ready();
m_UIManager->Ready();

//開始主循环
if(pHGE->System_Initiate() && pHGE)
{
pHGE->System_Start();
}
else
MessageBox(NULL, pHGE->System_GetErrorMessage(),
"Error", MB_OK | MB_ICONERROR | MB_SYSTEMMODAL);
}

//HGE框架逻辑函数
static bool FrameFunc()
{
SMART_LOCK( 0 )//线程锁

HGE_Framework::Instance()->m_MessageManager->ProcessMessage();//处理消息
HGE_Framework::Instance()->m_UIManager->Handler();//处理用户操作

return FALSE;
}

//HGE框架渲染函数
static bool RenderFunc()
{
SMART_LOCK( 0 )//线程锁

HGE_Framework::Instance()->pHGE->Gfx_Clear(0); //清屏
HGE_Framework::Instance()->pHGE->Gfx_BeginScene(); //開始渲染

HGE_Framework::Instance()->m_UIManager->Render();//绘制

HGE_Framework::Instance()->pHGE->Gfx_EndScene(); //结束渲染

return FALSE;
}

//成员子管理器指针
ResourceManager* m_ResManager;
MessageManager* m_MessageManager;
SoundManager* m_SoundManager;
UIManager* m_UIManager;

//HGE系统相关资源指针
HGE* pHGE;
hgeGUI* pGUI;

private:
//私有构造,不同意实例化
HGE_Framework()
:pHGE(0)
,pGUI(0)
{
m_ResManager = new ResourceManager();
m_MessageManager = new MessageManager();
m_SoundManager = new SoundManager();
m_UIManager = new UIManager();
}
};

}
}
#endif;

比較核心的是资源管理类,以下给出

GDE_UI_ResourceManager.h

/*
* CopyRight 2009 - 2010 GDE工作室
* 游戏UI系统 - HGE 引擎框架类 - 资源管理器
* ===================================
* HGE引擎资源管理类
*
* 本类的资源主要实现对HGE资源的维护 和对HGE API封装提供工具集
* 并维护HGE的配置环境
*
* 2010/01/08 cg create
*/

#ifndef GDE_UI_FRAMEWORK_RESOURCEMANAGER_H_
#define GDE_UI_FRAMEWORK_RESOURCEMANAGER_H_

#include "./HGE/cn/GfxFont.h"
#include "./HGE/cn/GfxEdit.h"
#include "./HGE/include/hge.h"
#include "./HGE/include/hgegui.h"
#include "./HGE/include/hgeguictrls.h"
#include "./HGE/include/hgeresource.h"

#include <string>

namespace GDE
{
namespace GDE_UI
{

//资源管理类
class ResourceManager
{
public:
//构造函数,载入HGE全局资源
ResourceManager();

//析构函数,释放HGE全局资源
~ResourceManager();

//获取HGE指针
HGE* GetHGEPtr() { return pHGE; }

//获取GUI指针
hgeGUI* GetGuiPtr() { return pGUI; }

//读取图片
void LoadImage( std::string const& filename, hgeSprite*& p_sprite, HTEXTURE& tex );

private:
HGE* pHGE;
hgeGUI* pGUI;
hgeResourceManager m_HgeResManager;

};

}
}

#endif

GDE_UI_ResourceManager.cpp

#include "GDE_UI_HGEFramework.h"
#include "GDE_UI_ResourceManager.h"

namespace
{
std::string const RES_MANAGER_FILENAME = "res/res_s";
int const WIN_SCREENWIDTH = 800;
int const WIN_SCREENHEIGHT = 600;
std::string const WIN_TITILE = "HGE TEST WINDOW";
int const WIN_COLORMODE = 32;
int const WIN_MAXFPS = 100;
int const WIN_WINDOWED = true;

}

namespace GDE
{
namespace GDE_UI
{

//构造函数
ResourceManager::ResourceManager()
: m_HgeResManager( RES_MANAGER_FILENAME.c_str() )
{
//建立HGE全局实例
pHGE = hgeCreate(HGE_VERSION);

//初始化配置
pHGE->System_SetState(HGE_INIFILE, "hgedemo.ini");
pHGE->System_SetState(HGE_LOGFILE, "hgedemo.log");
pHGE->System_SetState(HGE_FRAMEFUNC, &HGE_Framework::FrameFunc);
pHGE->System_SetState(HGE_RENDERFUNC, &HGE_Framework::RenderFunc);
pHGE->System_SetState(HGE_TITLE, WIN_TITILE.c_str());
pHGE->System_SetState(HGE_SCREENWIDTH, WIN_SCREENWIDTH);
pHGE->System_SetState(HGE_SCREENHEIGHT, WIN_SCREENHEIGHT);
pHGE->System_SetState(HGE_SCREENBPP, WIN_COLORMODE);
pHGE->System_SetState(HGE_FPS,WIN_MAXFPS);
pHGE->System_SetState(HGE_WINDOWED, WIN_WINDOWED);
pHGE->System_SetState(HGE_HIDEMOUSE, false);
pHGE->System_SetState(HGE_USESOUND, false);
pHGE->System_SetState(HGE_DONTSUSPEND, true);//失去焦点不挂起
pHGE->System_SetState((hgeIntState)14, (int)0xFACE0FF); //禁用HGE LOGO

//初始化GUI
pGUI = new hgeGUI();
pGUI->SetNavMode(HGEGUI_UPDOWN | HGEGUI_CYCLED);
pGUI->Enter();
}

ResourceManager::~ResourceManager()
{
// 销毁gui
delete pGUI;

// 销毁资源管理器
m_HgeResManager.Purge();

// HGE结束
pHGE->System_Shutdown();
pHGE->Release();
}

void ResourceManager::LoadImage( std::string const& filename, hgeSprite*& p_sprite, HTEXTURE& tex )
{
if( p_sprite )
delete p_sprite; //销毁之前的图片

tex = pHGE->Texture_Load( filename.c_str() ); //装载纹理
int w = pHGE->Texture_GetWidth( tex );
int h = pHGE->Texture_GetHeight( tex );
p_sprite = new hgeSprite( tex, 0, 0, w, h ); //剪裁精灵
}

}
}

比較重要的是消息传递机制,我仿照了MFC的消息宏定义机制,以下给出消息模块的核心代码

//消息映射宏定义
#define BEGIN_MESSAGE_MAP()/
typedef void (MessageManager::*MessageFunction)();/
std::map<UIMessage, MessageFunction> message_functions_;/
void InitMessageMap()/
{
#define ON_MESSAGE( ID, memberFuc )/
message_functions_[ID] = &MessageManager::memberFuc;
#define END_MESSAGE_MAP/
}

....

//这里是我游戏中详细的一些消息

//消息类型
typedef int UIMessage;

UIMessage const UIMessage_UpdateBackImg = 0; //更新背景图片

UIMessage const UIMessage_AddRole = 10; //添加角色
UIMessage const UIMessage_RemoveRole = 11; //删除角色
UIMessage const UIMessage_UpdateRole = 12; //更新角色列表
UIMessage const UIMessage_AttackInfo = 13; //角色掉血显示

UIMessage const UIMessage_UpdateDialog = 20; //更新对话框
UIMessage const UIMessage_HideDialog = 21; //隐藏对话框

UIMessage const UIMessage_UpdateSmallMap = 30; //更新小地图

UIMessage const UIMessage_UpdateGameInfo = 40; //更新游戏提示信息

UIMessage const UIMessage_UpdateButton = 50; //添加button
UIMessage const UIMessage_RemoveButton = 51; //删除button
UIMessage const UIMessage_RemoveAllButtons = 52; //移除全部button

UIMessage const UIMessage_UpdatePopMenu = 60; //弹出菜单
UIMessage const UIMessage_HidePopMenu = 61; //隐藏弹出菜单

UIMessage const UIMessage_UpdateZoneBlock= 70; //更新地图块
UIMessage const UIMessage_HideZoneBlock = 71; //清除地图块

//消息映射实现

BEGIN_MESSAGE_MAP()
ON_MESSAGE( UIMessage_UpdateBackImg, UpdateBackImage )
ON_MESSAGE( UIMessage_AddRole, AddRole )
ON_MESSAGE( UIMessage_RemoveRole, RemoveRole )
ON_MESSAGE( UIMessage_UpdateRole, UpdateRole )
ON_MESSAGE( UIMessage_AttackInfo, RoleAttackInfo )
ON_MESSAGE( UIMessage_UpdateDialog, UpdateDialog )
ON_MESSAGE( UIMessage_HideDialog, HideDialog )
ON_MESSAGE( UIMessage_UpdateSmallMap, UpdateSmallMap )
ON_MESSAGE( UIMessage_UpdateGameInfo, UpdateGameInfo )
ON_MESSAGE( UIMessage_UpdateButton, UpdateButton )
ON_MESSAGE( UIMessage_RemoveButton, RemoveButton )
ON_MESSAGE( UIMessage_RemoveAllButtons, RemoveAllButtons )
ON_MESSAGE( UIMessage_UpdatePopMenu, UpdatePopMenu )
ON_MESSAGE( UIMessage_HidePopMenu, HidePopMenu )
ON_MESSAGE( UIMessage_UpdateZoneBlock, UpdateZoneBlock )
ON_MESSAGE( UIMessage_HideZoneBlock, HideZoneBlock )
END_MESSAGE_MAP()

//处理消息
void ProcessMessage()
{
for( int i = 0; i < m_MessageList.size(); ++i )
{
( this->*message_functions_[m_MessageList[i]] )();
}
m_MessageList.clear();
}

最后是整个HGE引擎启动的方式

GDE_UI_HGE.h

#ifndef GDE_UI_HGE_H_
#define GDE_UI_HGE_H_

#include <windows.h>
#include <string>

#include "GDE_UI_HGEFramework.h"

/*
GDE HGE游戏引擎模块 2009-11-21

var | author | brief
================================================
1.0 cg create
*/

namespace GDE
{
namespace GDE_UI
{

//HGE线程入口
static DWORD WINAPI HGEThreadProc(LPVOID lpParameter)
{
HGE_Framework::Instance()->Run();
return 0;
}

}
}
#endif

游戏初始化的时候

//创建hge线程
  hge_thread = CreateThread( NULL, 0,
   HGEThreadProc, NULL, 0, NULL );

就能够了