1
0
forked from 0ad/0ad
0ad/source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp
Ykkrosh 0f611042b1 # Support alt+enter to toggle fullscreen mode. Make game window resizable.
Refactor the video mode setting logic to cope better with dynamic
changes.

This was SVN commit r7606.
2010-06-03 19:07:59 +00:00

206 lines
5.3 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 "../MessagePasserImpl.h"
#include "../GameLoop.h"
#include "../View.h"
#include "graphics/CinemaTrack.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "lib/external_libraries/sdl.h"
#include "lib/sysdep/cpu.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/Util.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.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(L".bmp", msg->tiles);
}
QUERYHANDLER(CinemaRecord)
{
CCinemaManager* manager = g_Game->GetView()->GetCinema();
manager->SetCurrentPath(*msg->path, false, false);
const int w = msg->width, h = msg->height;
{
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];
unsigned char* temp = new unsigned char[w*3];
int num_frames = msg->framerate * msg->duration;
View::GetView_Game()->SaveState(L"cinema_record");
// 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->MoveToPointAt((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
//* // TODO: BGR24 output doesn't need flipping, YUV420 and RGBA32 do
for (int y = 0; y < h/2; ++y)
{
cpu_memcpy(temp, &img[y*w*3], w*3);
cpu_memcpy(&img[y*w*3], &img[(h-1-y)*w*3], w*3);
cpu_memcpy(&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;
delete[] temp;
// 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);
}
MESSAGEHANDLER(SimStateRestore)
{
View::GetView_Game()->RestoreState(*msg->label);
}
QUERYHANDLER(SimStateDebugDump)
{
msg->dump = View::GetView_Game()->DumpState(msg->binary);
}
MESSAGEHANDLER(SimPlay)
{
View::GetView_Game()->SetSpeedMultiplier(msg->speed);
}
MESSAGEHANDLER(JavaScript)
{
g_ScriptingHost.ExecuteScript(*msg->command, L"Atlas");
}
MESSAGEHANDLER(GuiSwitchPage)
{
g_GUI->SwitchPage(*msg->page, CScriptVal());
}
MESSAGEHANDLER(GuiMouseButtonEvent)
{
SDL_Event_ ev = { { 0 } };
ev.ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
ev.ev.button.button = msg->button;
ev.ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED;
float x, y;
msg->pos->GetScreenSpace(x, y);
ev.ev.button.x = (u16)clamp((int)x, 0, g_xres);
ev.ev.button.y = (u16)clamp((int)y, 0, g_yres);
in_dispatch_event(&ev);
}
MESSAGEHANDLER(GuiMouseMotionEvent)
{
SDL_Event_ ev = { { 0 } };
ev.ev.type = SDL_MOUSEMOTION;
float x, y;
msg->pos->GetScreenSpace(x, y);
ev.ev.motion.x = (u16)clamp((int)x, 0, g_xres);
ev.ev.motion.y = (u16)clamp((int)y, 0, g_yres);
in_dispatch_event(&ev);
}
MESSAGEHANDLER(GuiKeyEvent)
{
SDL_Event_ ev = { { 0 } };
ev.ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP;
ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey;
ev.ev.key.keysym.unicode = msg->unichar;
in_dispatch_event(&ev);
}
MESSAGEHANDLER(GuiCharEvent)
{
// wxWidgets has special Char events but SDL doesn't, so convert it to
// a keydown+keyup sequence. (We do the conversion here instead of on
// the wx side to avoid nondeterministic behaviour caused by async messaging.)
SDL_Event_ ev = { { 0 } };
ev.ev.type = SDL_KEYDOWN;
ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey;
ev.ev.key.keysym.unicode = msg->unichar;
in_dispatch_event(&ev);
ev.ev.type = SDL_KEYUP;
in_dispatch_event(&ev);
}
}