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0ad/source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp
Ykkrosh 6cfb96855a # Added initial play-testing support in the scenario editor.
Atlas: Added simulation play/pause/reset controls; automatically plays
while recording cinematics.
FFmpeg: Fixed broken output files.
MapReader: Fixed entity loading.
ObjectHandlers: Made unit preview more robust when the preview unit gets
destroyed.
Various: Replaced manual matrix construction with SetYRotation call.
Turned some more CStr8 back into CStr.
h_mgr: Optimisation - don't calculate slow debug-output strings if
they're never going to be seen (since it takes a few hundred
milliseconds).
TerrainRenderer: Made more tolerant of accidental negative times.
Entity: Fixed m_refd being out of date when deleteAll is called. Fixed
problems when doing an initializeAll...deleteAll...initializeAll
sequence.
SCN: Removed non-useful AoE3Ed code that never did anything.
SVNLog: Made output more valid and made titles more descriptive, so it
works properly in FF's live bookmarks.

This was SVN commit r4779.
2007-01-17 03:25:20 +00:00

119 lines
2.8 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../MessagePasserImpl.h"
#include "ps/GameSetup/Config.h"
#include "ps/Util.h"
#include "ps/Game.h"
#include "graphics/GameView.h"
#include "graphics/CinemaTrack.h"
#include "renderer/Renderer.h"
#include "ps/GameSetup/GameSetup.h"
#include "../GameLoop.h"
#include "../View.h"
extern void (*Atlas_GLSwapBuffers)(void* context);
namespace AtlasMessage {
MESSAGEHANDLER(MessageTrace)
{
((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
}
MESSAGEHANDLER(Screenshot)
{
// TODO: allow non-big screenshots too
WriteBigScreenshot("bmp", msg->tiles);
}
QUERYHANDLER(CinemaRecord)
{
CCinemaManager* manager = g_Game->GetView()->GetCinema();
manager->SetCurrentTrack(*msg->track, false, false, false);
const int w = 640, h = 480;
{
g_Renderer.Resize(w, h);
SViewPort vp = { 0, 0, w, h };
g_Game->GetView()->GetCamera()->SetViewPort(&vp);
g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
}
unsigned char* img = new unsigned char [w*h*3];
int num_frames = msg->framerate * msg->duration;
View::GetView_Game()->SaveState(L"cinema_record", true);
// Set it to update the simulation at normal speed
View::GetView_Game()->SetSpeedMultiplier(1.f);
for (int frame = 0; frame < num_frames; ++frame)
{
View::GetView_Game()->Update(1.f / msg->framerate);
manager->MoveToPointAbsolute((float)frame/msg->framerate);
Render();
Atlas_GLSwapBuffers((void*)g_GameLoop->glCanvas);
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img);
// Swap the rows around, else the image will be upside down
char temp[w*3];
for (int y = 0; y < h/2; ++y)
{
memcpy2(temp, &img[y*w*3], w*3);
memcpy2(&img[y*w*3], &img[(h-1-y)*w*3], w*3);
memcpy2(&img[(h-1-y)*w*3], temp, w*3);
}
// Call the user-supplied function with this data, so they can
// store it as a video
sCinemaRecordCB cbdata = { img };
msg->cb.Call(cbdata);
}
// Pause the game once we've finished
View::GetView_Game()->SetSpeedMultiplier(0.f);
View::GetView_Game()->RestoreState(L"cinema_record");
// TODO: delete the saved state now that we don't need it any more
delete[] img;
// Restore viewport
{
g_Renderer.Resize(g_xres, g_yres);
SViewPort vp = { 0, 0, g_xres, g_yres };
g_Game->GetView()->GetCamera()->SetViewPort(&vp);
g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
}
}
QUERYHANDLER(Ping)
{
UNUSED2(msg);
}
MESSAGEHANDLER(SimStateSave)
{
View::GetView_Game()->SaveState(*msg->label, msg->onlyentities);
}
MESSAGEHANDLER(SimStateRestore)
{
View::GetView_Game()->RestoreState(*msg->label);
}
MESSAGEHANDLER(SimPlay)
{
View::GetView_Game()->SetSpeedMultiplier(msg->speed);
}
}