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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/Handlers/CinemaHandler.cpp
Ykkrosh 397a350e45 svn:ignore auto-generated test .cpp files.
Territories: Fixed memory leaks.
Atlas: New section-toolbar. Fixed colour of brush grid. Moved open/save
into File menu. Added 3D-ish lighting control. Added 'busy'
notifications.

This was SVN commit r4079.
2006-07-12 14:49:10 +00:00

204 lines
5.3 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "graphics/GameView.h"
#include "ps/Game.h"
#include "ps/CStr.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#include "lib/res/graphics/tex.h"
#define LOG_CATEGORY "Cinema"
namespace AtlasMessage {
sCinemaTrack ConstructCinemaTrack(const CCinemaTrack& _track)
{
sCinemaTrack track;
const CVector3D& rotation = _track.GetRotation();
track.x = rotation.X;
track.y = rotation.Y;
track.z = rotation.Z;
track.timescale = _track.GetTimeScale();
track.duration = _track.GetTotalDuration();
return track;
}
sCinemaPath ConstructCinemaPath(const CCinemaData* data)
{
sCinemaPath path;
path.x = data->m_TotalRotation.X;
path.y = data->m_TotalRotation.Y;
path.z = data->m_TotalRotation.Z;
path.mode = data->m_Mode;
path.style = data->m_Style;
path.growth = data->m_Growth;
path.change = data->m_Switch;
return path;
}
CCinemaData ConstructCinemaData(const sCinemaPath& path)
{
CCinemaData data;
data.m_TotalRotation = CVector3D(path.x, path.y, path.z);
data.m_Growth = data.m_GrowthCount = path.growth;
data.m_Switch = path.change;
data.m_Mode = path.mode;
data.m_Style = path.style;
return data;
}
sCinemaSplineNode ConstructCinemaNode(const SplineData& data)
{
sCinemaSplineNode node;
node.x = data.Position.X;
node.y = data.Position.Y;
node.z = data.Position.Z;
node.t = data.Distance;
return node;
}
std::vector<sCinemaTrack> GetCurrentTracks()
{
const std::map<CStrW, CCinemaTrack>& tracks = g_Game->GetView()->GetCinema()->GetAllTracks();
std::vector<sCinemaTrack> atlasTracks;
for ( std::map<CStrW, CCinemaTrack>::const_iterator it=tracks.begin(); it!=tracks.end(); it++ )
{
sCinemaTrack atlasTrack = ConstructCinemaTrack(it->second);
atlasTrack.name = it->first;
const std::vector<CCinemaPath>& paths = it->second.GetAllPaths();
std::vector<sCinemaPath> atlasPaths;
for ( std::vector<CCinemaPath>::const_iterator it2=paths.begin(); it2!=paths.end(); it2++ )
{
sCinemaPath path = ConstructCinemaPath(it2->GetData()); //Get data part of path
const std::vector<SplineData>& nodes = it2->GetAllNodes();
std::vector<sCinemaSplineNode> atlasNodes;
for ( size_t i=0; i<nodes.size(); ++i )
{
atlasNodes.push_back( ConstructCinemaNode(nodes[i]) );
}
path.nodes = atlasNodes;
atlasPaths.push_back(path);
}
atlasTrack.paths = atlasPaths;
atlasTracks.push_back(atlasTrack);
}
return atlasTracks;
}
void SetCurrentTracks(const std::vector<sCinemaTrack>& atlasTracks)
{
std::map<CStrW, CCinemaTrack> tracks;
for ( std::vector<sCinemaTrack>::const_iterator it=atlasTracks.begin(); it!=atlasTracks.end(); it++ )
{
CStrW trackName(*it->name);
tracks[trackName] = CCinemaTrack();
tracks[trackName].SetStartRotation( CVector3D(it->x, it->y, it->z) );
tracks[trackName].SetTimeScale(it->timescale);
const std::vector<sCinemaPath> paths = *it->paths;
for ( std::vector<sCinemaPath>::const_iterator it2=paths.begin(); it2!=paths.end(); it2++ )
{
const sCinemaPath& atlasPath = *it2;
const std::vector<sCinemaSplineNode> nodes = *atlasPath.nodes;
TNSpline spline;
CCinemaData data = ConstructCinemaData(atlasPath);
for ( size_t i=0; i<nodes.size(); ++i )
{
spline.AddNode( CVector3D(nodes[i].x, nodes[i].y, nodes[i].z), nodes[i].t );
}
tracks[trackName].AddPath(data, spline);
}
}
g_Game->GetView()->GetCinema()->SetAllTracks(tracks);
}
QUERYHANDLER(GetCinemaIcons)
{
VFSUtil::FileList files;
VFSUtil::FindFiles("art/textures/ui/session/icons/cinematic/","", files);
FileIOBuf buf;
size_t bufsize;
std::vector<sCinemaIcon> iconList;
for ( VFSUtil::FileList::iterator it=files.begin(); it != files.end(); it++ )
{
if ( tex_is_known_extension(*it) )
{
const char* file = it->c_str();
if ( vfs_load(file, buf, bufsize) < 0 )
{
LOG( ERROR, LOG_CATEGORY, "Failure on loading cinematic icon %s", file );
file_buf_free(buf);
continue;
}
sCinemaIcon icon;
std::wstring name( CStrW( *it->AfterLast("/").BeforeFirst(".").c_str() ) );
std::vector<unsigned char> data;
data.resize(sizeof(data));
//Copy the buffer to the icon
for ( size_t i=0; *buf++; i++ )
{
data.push_back(*buf);
}
file_buf_free(buf);
icon.name = name;
icon.imageData = data;
iconList.push_back(icon);
}
}
msg->images = iconList;
}
MESSAGEHANDLER(CinemaMovement)
{
CCinemaManager* manager = g_Game->GetView()->GetCinema();
CCinemaTrack* track = manager->GetTrack(*msg->track);
if ( msg->mode == eCinemaMovementMode::SMOOTH )
manager->OverrideTrack(*msg->track);
else if ( msg->mode == eCinemaMovementMode::IMMEDIATE_PATH )
track->MoveToPointAt(msg->t);
else if ( msg->mode == eCinemaMovementMode::IMMEDIATE_TRACK )
track->MoveToPointAbsolute(msg->t);
}
BEGIN_COMMAND(SetCinemaTracks)
{
std::vector<sCinemaTrack> m_oldTracks, m_newTracks;
void Do()
{
m_oldTracks = GetCurrentTracks();
m_newTracks = *msg->tracks;
Redo();
}
void Redo()
{
SetCurrentTracks(m_newTracks);
}
void Undo()
{
SetCurrentTracks(m_oldTracks);
}
};
END_COMMAND(SetCinemaTracks)
QUERYHANDLER(GetCinemaTracks)
{
msg->tracks = GetCurrentTracks();
}
}