HGE的确是2D游戏开发的利器,不过并不是所有东西它都给你提供好了,比如中文输入显示,视频播放等。中文输入显示已经在之前谈过,视频播放则可通过微软的DirectShow库进行开发。网上讲游戏中视频播放大多是用DirectShow建ddraw表面,但HGE底层使用的是D3D,所以我们需要一种更简便的方法。
其实MSDN中有个在win32应用程序中播放视频的例子已展示了如何使用dshow播放视频,只需要取得窗口句柄,初始化各种com接口,很简单的。HGE里取得窗口句柄可以用HWND hwnd = hge->System_GetState(HGE_HWND)。这样我封装了一个VideoManager类进行视频播放管理。
//VideoManager.h
#include
#include
//视频管理类
class VideoManager
{
public:
VideoManager();
~VideoManager();
void Init(); //初始化
void Release(); //释放资源
void PlayFile(const WCHAR* filename); //加载视频
void Play(); //播放
void Pause(); //暂停
void Stop(); //停止
bool IsPlaying()const { return m_bIsPlaying;} //释放正在播放
void SetContinuePlay(bool value) { m_bIsContinuePlay=value; }
bool HandleEvent(); //消息处理
private:
HGE* m_phge;
IGraphBuilder* m_pGraph;
IMediaControl* m_pMediaControl;
IMediaEventEx* m_pEvent;
HWND m_hwnd;
IVideoWindow* m_pVidWin;
bool m_bIsPlaying; //是否在播放
bool m_bIsContinuePlay; //是否持续播放(不间断)
};
#include "stdafx.h"
#include "VideoManager.h"
#define WM_GRAPHNOTIFY WM_APP + 1
VideoManager::VideoManager()
{
m_bIsPlaying = false;
m_phge = 0;
m_pGraph = 0;
m_pMediaControl = 0;
m_pEvent = 0;
m_pVidWin = 0;
m_bIsContinuePlay = false;
}
VideoManager::~VideoManager()
{
}
//初始化
void VideoManager::Init()
{
m_phge = hgeCreate(HGE_VERSION);
m_hwnd = m_phge->System_GetState(HGE_HWND);
}
//释放资源
void VideoManager::Release()
{
m_pGraph->QueryInterface(IID_IVideoWindow, (void **)&m_pVidWin);
m_pVidWin->put_Visible(OAFALSE);
m_pVidWin->put_Owner(NULL);
// Stop the graph.
m_pMediaControl->Stop();
long evCode;
m_pEvent->WaitForCompletion(INFINITE, &evCode);
if(m_pMediaControl) m_pMediaControl->Release();
if(m_pEvent) m_pEvent->Release();
if(m_pGraph) m_pGraph->Release();
m_pGraph = NULL;
m_pVidWin = NULL;
m_pMediaControl = NULL;
m_pEvent = NULL;
}
//加载视频
void VideoManager::PlayFile(const WCHAR* filename)
{
Stop();
m_pGraph->RenderFile(filename,NULL);
RECT rc;
GetClientRect(m_hwnd, &rc);
m_pVidWin->SetWindowPosition(0, 0, rc.right, rc.bottom);
m_pVidWin->put_Owner((OAHWND)m_hwnd);
m_pVidWin->put_WindowStyle( WS_CHILD | WS_CLIPSIBLINGS);
Play();
}
//播放视频
void VideoManager::Play()
{
if(m_pMediaControl)
{
m_pMediaControl->Run();
m_bIsPlaying = true;
if(m_bIsContinuePlay)
{
long evCode;
m_pEvent->WaitForCompletion(INFINITE, &evCode); //强制持续播放(不接受其他消息)
m_bIsPlaying = false;
}
}
}
//暂停
void VideoManager::Pause()
{
if(m_pMediaControl) m_pMediaControl->Pause();
}
//停止
void VideoManager::Stop()
{
if(m_pMediaControl)
{
m_pMediaControl->Stop();
m_pMediaControl->Release();
m_bIsPlaying = false;
}
if(m_pEvent) m_pEvent->Release();
if(m_pGraph) m_pGraph->Release();
if(m_pVidWin) m_pVidWin->Release();
CoCreateInstance(CLSID_FilterGraph, NULL, CLSCTX_INPROC, IID_IGraphBuilder, (void **)&m_pGraph);
m_pGraph->QueryInterface(IID_IVideoWindow, (void **)&m_pVidWin);
m_pGraph->QueryInterface(IID_IMediaEventEx, (void **)&m_pEvent);
m_pEvent->SetNotifyWindow((OAHWND)m_hwnd, WM_GRAPHNOTIFY, 0);
m_pGraph->QueryInterface(IID_IMediaControl, (void **)&m_pMediaControl);
}
//消息处理
bool VideoManager::HandleEvent()
{
long evCode, param1, param2;
HRESULT hr;
while (hr = m_pEvent->GetEvent(&evCode, ¶m1, ¶m2, 0), SUCCEEDED(hr))
{
hr = m_pEvent->FreeEventParams(evCode, param1, param2);
if ((EC_COMPLETE == evCode) || (EC_USERABORT == evCode))
{
Stop();
break;
}
}
return false;
}
使用时就先初始化,然后播放,最后释放。可以使用IsPlaying()判断视频是否正在播放,若是则不绘制其他东西;但是有个问题就是若正在播放视频时还每次进行逻辑检测,则会使视频画面不连贯较卡;一般来说游戏播放视频时是不能打断的,所以可以在m_pMediaControl->Run()后加上m_pEvent->WaitForCompletion来强制连续播放,直到视频结束。
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