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📄 gameengine.h

📁 这个是symbian下的一个蛮庞大的3D游戏源代码!对于学习3D开发的人有很大的帮助!
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////////////////////////////////////////////////////////////////////////
//
// GameEngine.h
//
// Copyright (c) 2003 Nokia Mobile Phones Ltd.  All rights reserved.
//
////////////////////////////////////////////////////////////////////////

#ifndef __GameENGINE_H__
#define __GameENGINE_H__

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

#include <w32std.h>
#include <MdaAudioOutputStream.h>
#include <mda\common\audio.h>
#include <stdint.h>
#include "SoundContext.h"
#include "GameTimerObserver.h"

////////////////////////////////////////////////////////////////////////

class CDoubleBufferedArea;
class CFbsBitmap;
class CGameTimer;
class App;
class Context;

class CDirectScreenBitmap;
class CRenderActive;


////////////////////////////////////////////////////////////////////////

class CGameEngine : 
	public CBase,
	public MGameTimerObserver,
	public MDirectScreenAccess,
	public MMdaAudioOutputStreamCallback,
	public SoundContext
    {
    public:

        static CGameEngine* NewL
			(
			RWsSession& aClient, 
			CWsScreenDevice& aScreenDevice, 
			RWindow& aWindow,
			const TSize& aSize
			);

        static CGameEngine* NewLC
			(
			RWsSession& aClient, 
			CWsScreenDevice& aScreenDevice, 
			RWindow& aWindow,
			const TSize& aSize
			);

        ~CGameEngine();

		void StartGameL();
		void StartFirstGameL();
		void StopGame();

		void InitSounds();
		void StartSoundPlayback();
		void MaoscOpenComplete( TInt aError );
		void MaoscBufferCopied( TInt aError, const TDesC8& aBuffer );
		void MaoscPlayComplete( TInt aError);

		App*	app() const		{return m_app;}

		// Are we in play?
		inline TBool Playing(){return iPlaying;}

	private:
		TInt DoGameFrame();	
		void PauseFrame();

	private:
		// MDirectScreenAccess 
		void Restart(RDirectScreenAccess::TTerminationReasons aReason);
		void AbortNow(RDirectScreenAccess::TTerminationReasons aReason);

		void SetupDirectScreenAccessL();
        
    private:
        
		CGameEngine
			(
			RWsSession& aClient, 
			CWsScreenDevice& aScreenDevice, 
			RWindow& aWindow,
			const TSize& aSize
			);

        void ConstructL();

		void Simulate();
		void Render();
		
#ifdef __SERIES60_3X__
		void DirectRender();
#endif		


    private:
		Context*	m_context;
		App*		m_app;
		uint16_t*	m_buffer;
		uint16_t*	m_conv4Kto64K;
		TUint32*	m_conv4Kto256K;

		//Timer
		CGameTimer* iGameTimer;
		int			iTickCount;

		// Window server handling
		RWsSession& iClient;
		CWsScreenDevice& iScreenDevice;
		RWindow& iWindow;

		TRawEvent iRedraw;

		// Direct Screen Access
		CDirectScreenAccess* iDirectScreenAccess;
		CFbsBitGc* iGc;
		RRegion* iRegion;

#ifdef __SERIES60_3X__
		CDirectScreenBitmap* iDSBitmap;
		CRenderActive* iRenderAo;
#endif
		
		// Offscreen area for double buffering
		CDoubleBufferedArea* iDoubleBufferedArea;
		CFbsBitGc* iOffscreenContext;
		
		//Game stuff
		TSize iSize;

		TBool iDropRenderFrames;

		TBool iPlaying;
		TBool iPaused;
		TRect iGameDawingArea;
		TInt iFrameCounter;

		void* SoundBuffer();

		HBufC8*					iBuffer; 
#ifndef SOUNDS_DISABLED
		CMdaAudioOutputStream*	iStream;
		TMdaAudioDataSettings	iSettings;
#endif
	};

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

#endif // __GameENGINE_H__

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