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0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp

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#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
#include "../ActorViewer.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "gui/CGUI.h"
#include "gui/GUIbase.h"
#include "lib/res/file/vfs.h"
#include "lib/sdl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
namespace AtlasMessage {
static bool g_DidInitSim;
MESSAGEHANDLER(Init)
{
UNUSED2(msg);
#if OS_LINUX
// When using GLX (Linux), SDL has to load the GL library to find
// glXGetProcAddressARB before it can load any extensions.
// When running in Atlas, we skip the SDL video initialisation code
// which loads the library, and so SDL_GL_GetProcAddress fails (in
// ogl.cpp importExtensionFunctions).
// (TODO: I think this is meant to be context-independent, i.e. it
// doesn't matter that we're getting extensions from SDL-initialised
// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
// should be checked.)
// So, make sure it's loaded:
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_LoadLibrary(NULL); // NULL = use default
// (it shouldn't hurt if this is called multiple times, I think)
#endif
oglInit();
g_Quickstart = true;
uint flags = INIT_HAVE_VMODE|INIT_NO_GUI;
if (! msg->initsimulation)
flags |= INIT_NO_SIM;
Init(g_GameLoop->args, flags);
g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
#if OS_WIN
// HACK (to stop things looking very ugly when scrolling) - should
// use proper config system.
if(oglHaveExtension("WGL_EXT_swap_control"))
pwglSwapIntervalEXT(1);
#endif
}
MESSAGEHANDLER(Shutdown)
{
UNUSED2(msg);
// Empty the CommandProc, to get rid of its references to entities before
// we kill the EntityManager
GetCommandProc().Destroy();
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
View::DestroyViews();
g_GameLoop->view = View::GetView_None();
uint flags = 0;
if (! g_DidInitSim)
flags |= INIT_NO_SIM;
Shutdown(flags);
}
QUERYHANDLER(Exit)
{
UNUSED2(msg);
g_GameLoop->running = false;
}
MESSAGEHANDLER(RenderEnable)
{
g_GameLoop->view = View::GetView(msg->view);
}
MESSAGEHANDLER(SetViewParamB)
{
View* view = View::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamC)
{
View* view = View::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
}
MESSAGEHANDLER(SetActorViewer)
{
if (msg->flushcache)
{
// TODO EXTREME DANGER: this'll break horribly if any units remain
// in existence and use their actors after we've deleted all the actors.
// (The actor viewer currently only has one unit at a time, so it's
// alright.)
// Should replace this with proper actor hot-loading system, or something.
View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
g_Game->GetView()->GetObjectManager().UnloadObjects();
vfs_reload_changed_files();
}
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(SetCanvas)
{
g_GameLoop->glCanvas = msg->canvas;
printf("Setting gl canvas to %p\n", g_GameLoop->glCanvas);
Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
}
MESSAGEHANDLER(ResizeScreen)
{
g_xres = msg->width;
g_yres = msg->height;
if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
if (g_yres <= 2) g_yres = 2;
SViewPort vp = { 0, 0, g_xres, g_yres };
g_Renderer.SetViewport(vp);
g_Renderer.Resize(g_xres, g_yres);
g_GUI.UpdateResolution();
g_Console->UpdateScreenSize(g_xres, g_yres);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
}