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forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp
Ykkrosh 1c0536bf08 # Refactored the networking code, and redesigned the game setup screen.
Major updates to most network classes.
Simplify CNetServer so it doesn't duplicate any client behaviour; all
players now run CNetClient.
Remove most player/slot management from networking code.
Wait for all players to finish loading before starting the simulation.
Remove CGameAttributes; attributes are now just a JS object.
Remove CPlayer; they are now just simulation entities.
Handle player colours via simulation system.
Add a default map for Atlas, so it always has something to load.
Move network documentation to Doxygen.
Remove lots of now-unused code.

This was SVN commit r7653.
2010-06-30 21:41:04 +00:00

180 lines
4.5 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
#include "../ActorViewer.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "gui/GUIManager.h"
#include "lib/external_libraries/sdl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/VideoMode.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
namespace AtlasMessage {
static bool g_IsInitialised = false;
MESSAGEHANDLER(Init)
{
UNUSED2(msg);
// Don't do anything if we're called multiple times
if (g_IsInitialised)
return;
#if OS_LINUX || OS_MACOSX
// 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
ogl_Init();
g_Quickstart = true;
int flags = INIT_HAVE_VMODE|INIT_NO_GUI;
Init(g_GameLoop->args, flags);
// TODO: we don't use msg->initsimulation any more, it should be deleted
#if OS_WIN
// HACK (to stop things looking very ugly when scrolling) - should
// use proper config system.
if(ogl_HaveExtension("WGL_EXT_swap_control"))
pwglSwapIntervalEXT(1);
#endif
g_IsInitialised = true;
}
MESSAGEHANDLER(Shutdown)
{
UNUSED2(msg);
// Don't do anything if we're called multiple times
if (! g_IsInitialised)
return;
// Empty the CommandProc, to get rid of its references to entities before
// we kill the EntityManager
GetCommandProc().Destroy();
View::DestroyViews();
g_GameLoop->view = View::GetView_None();
int flags = 0;
Shutdown(flags);
g_IsInitialised = false;
}
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);
}
MESSAGEHANDLER(SetViewParamS)
{
View* view = View::GetView(msg->view);
view->SetParam(*msg->name, *msg->value);
}
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"");
View::GetView_Actor()->GetActorViewer().UnloadObjects();
// vfs_reload_changed_files();
}
View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(SetCanvas)
{
g_GameLoop->glCanvas = msg->canvas;
Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
}
MESSAGEHANDLER(ResizeScreen)
{
CVideoMode::UpdateRenderer(msg->width, msg->height);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
}