Ykkrosh
0f611042b1
Refactor the video mode setting logic to cope better with dynamic changes. This was SVN commit r7606.
206 lines
5.3 KiB
C++
206 lines
5.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../MessagePasserImpl.h"
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#include "../GameLoop.h"
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#include "../View.h"
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#include "graphics/CinemaTrack.h"
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#include "graphics/GameView.h"
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#include "gui/GUIManager.h"
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#include "lib/external_libraries/sdl.h"
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#include "lib/sysdep/cpu.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/Util.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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extern void (*Atlas_GLSwapBuffers)(void* context);
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namespace AtlasMessage {
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MESSAGEHANDLER(MessageTrace)
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{
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((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
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}
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MESSAGEHANDLER(Screenshot)
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{
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// TODO: allow non-big screenshots too
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WriteBigScreenshot(L".bmp", msg->tiles);
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}
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QUERYHANDLER(CinemaRecord)
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{
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CCinemaManager* manager = g_Game->GetView()->GetCinema();
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manager->SetCurrentPath(*msg->path, false, false);
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const int w = msg->width, h = msg->height;
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{
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g_Renderer.Resize(w, h);
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SViewPort vp = { 0, 0, w, h };
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g_Game->GetView()->GetCamera()->SetViewPort(vp);
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g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
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}
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unsigned char* img = new unsigned char [w*h*3];
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unsigned char* temp = new unsigned char[w*3];
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int num_frames = msg->framerate * msg->duration;
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View::GetView_Game()->SaveState(L"cinema_record");
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// Set it to update the simulation at normal speed
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View::GetView_Game()->SetSpeedMultiplier(1.f);
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for (int frame = 0; frame < num_frames; ++frame)
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{
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View::GetView_Game()->Update(1.f / msg->framerate);
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manager->MoveToPointAt((float)frame/msg->framerate);
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Render();
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Atlas_GLSwapBuffers((void*)g_GameLoop->glCanvas);
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glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img);
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// Swap the rows around, else the image will be upside down
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//* // TODO: BGR24 output doesn't need flipping, YUV420 and RGBA32 do
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for (int y = 0; y < h/2; ++y)
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{
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cpu_memcpy(temp, &img[y*w*3], w*3);
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cpu_memcpy(&img[y*w*3], &img[(h-1-y)*w*3], w*3);
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cpu_memcpy(&img[(h-1-y)*w*3], temp, w*3);
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}
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//*/
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// Call the user-supplied function with this data, so they can
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// store it as a video
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sCinemaRecordCB cbdata = { img };
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msg->cb.Call(cbdata);
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}
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// Pause the game once we've finished
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View::GetView_Game()->SetSpeedMultiplier(0.f);
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View::GetView_Game()->RestoreState(L"cinema_record");
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// TODO: delete the saved state now that we don't need it any more
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delete[] img;
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delete[] temp;
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// Restore viewport
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{
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g_Renderer.Resize(g_xres, g_yres);
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Game->GetView()->GetCamera()->SetViewPort(vp);
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g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
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}
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}
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QUERYHANDLER(Ping)
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{
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UNUSED2(msg);
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}
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MESSAGEHANDLER(SimStateSave)
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{
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View::GetView_Game()->SaveState(*msg->label);
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}
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MESSAGEHANDLER(SimStateRestore)
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{
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View::GetView_Game()->RestoreState(*msg->label);
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}
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QUERYHANDLER(SimStateDebugDump)
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{
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msg->dump = View::GetView_Game()->DumpState(msg->binary);
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}
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MESSAGEHANDLER(SimPlay)
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{
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View::GetView_Game()->SetSpeedMultiplier(msg->speed);
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}
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MESSAGEHANDLER(JavaScript)
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{
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g_ScriptingHost.ExecuteScript(*msg->command, L"Atlas");
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}
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MESSAGEHANDLER(GuiSwitchPage)
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{
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g_GUI->SwitchPage(*msg->page, CScriptVal());
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}
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MESSAGEHANDLER(GuiMouseButtonEvent)
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{
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SDL_Event_ ev = { { 0 } };
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ev.ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
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ev.ev.button.button = msg->button;
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ev.ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED;
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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ev.ev.button.x = (u16)clamp((int)x, 0, g_xres);
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ev.ev.button.y = (u16)clamp((int)y, 0, g_yres);
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in_dispatch_event(&ev);
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}
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MESSAGEHANDLER(GuiMouseMotionEvent)
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{
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SDL_Event_ ev = { { 0 } };
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ev.ev.type = SDL_MOUSEMOTION;
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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ev.ev.motion.x = (u16)clamp((int)x, 0, g_xres);
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ev.ev.motion.y = (u16)clamp((int)y, 0, g_yres);
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in_dispatch_event(&ev);
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}
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MESSAGEHANDLER(GuiKeyEvent)
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{
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SDL_Event_ ev = { { 0 } };
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ev.ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP;
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ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey;
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ev.ev.key.keysym.unicode = msg->unichar;
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in_dispatch_event(&ev);
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}
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MESSAGEHANDLER(GuiCharEvent)
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{
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// wxWidgets has special Char events but SDL doesn't, so convert it to
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// a keydown+keyup sequence. (We do the conversion here instead of on
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// the wx side to avoid nondeterministic behaviour caused by async messaging.)
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SDL_Event_ ev = { { 0 } };
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ev.ev.type = SDL_KEYDOWN;
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ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey;
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ev.ev.key.keysym.unicode = msg->unichar;
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in_dispatch_event(&ev);
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ev.ev.type = SDL_KEYUP;
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in_dispatch_event(&ev);
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}
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}
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