0ad/source/simulation2/components/CCmpSelectable.cpp
historic_bruno 366cd7f15a Fixes broken selections in saved games (CmpSelectable needed to call Init on deserialization).
Adds function name to log output when serializer fails on functions, to
aid in debugging.

This was SVN commit r11199.
2012-02-28 22:12:30 +00:00

211 lines
6.0 KiB
C++

/* Copyright (C) 2012 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 "simulation2/system/Component.h"
#include "ICmpSelectable.h"
#include "ICmpPosition.h"
#include "ICmpFootprint.h"
#include "ICmpVisual.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/helpers/Render.h"
#include "graphics/Overlay.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "maths/Vector3D.h"
#include "renderer/Scene.h"
class CCmpSelectable : public ICmpSelectable
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_RenderSubmit);
// TODO: it'd be nice if we didn't get these messages except in the rare
// cases where we're actually drawing a selection highlight
}
DEFAULT_COMPONENT_ALLOCATOR(Selectable)
SOverlayLine m_Overlay;
SOverlayLine* m_DebugBoundingBoxOverlay;
SOverlayLine* m_DebugSelectionBoxOverlay;
bool m_EditorOnly;
CCmpSelectable()
: m_DebugBoundingBoxOverlay(NULL), m_DebugSelectionBoxOverlay(NULL)
{
m_Overlay.m_Thickness = 2;
m_Overlay.m_Color = CColor(0, 0, 0, 0);
}
~CCmpSelectable(){
delete m_DebugBoundingBoxOverlay;
delete m_DebugSelectionBoxOverlay;
}
static std::string GetSchema()
{
return
"<a:help>Allows this entity to be selected by the player.</a:help>"
"<a:example/>"
"<optional>"
"<element name='EditorOnly' a:help='If this element is present, the entity is only selectable in Atlas'>"
"<empty/>"
"</element>"
"</optional>";
}
virtual void Init(const CParamNode& paramNode)
{
m_EditorOnly = paramNode.GetChild("EditorOnly").IsOk();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
// Nothing to do here (the overlay object is not worth saving, it'll get
// reconstructed by the GUI soon enough, I think)
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
// Need to call Init to reload the template properties
Init(paramNode);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Interpolate:
{
if (m_Overlay.m_Color.a > 0)
{
float offset = static_cast<const CMessageInterpolate&> (msg).offset;
ConstructShape(offset);
}
break;
}
case MT_RenderSubmit:
{
if (m_Overlay.m_Color.a > 0)
{
const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
RenderSubmit(msgData.collector);
}
break;
}
}
}
virtual bool IsEditorOnly()
{
return m_EditorOnly;
}
virtual void SetSelectionHighlight(CColor color)
{
m_Overlay.m_Color = color;
if (color.a == 0 && !m_Overlay.m_Coords.empty())
{
// Delete the overlay data to save memory (we don't want hundreds of bytes
// times thousands of units when the selections are not being rendered any more)
std::vector<float> empty;
m_Overlay.m_Coords.swap(empty);
ENSURE(m_Overlay.m_Coords.capacity() == 0);
}
// TODO: it'd be nice to fade smoothly (but quickly) from transparent to solid
}
void ConstructShape(float frameOffset)
{
CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
if (!cmpPosition)
return;
if (!cmpPosition->IsInWorld())
return;
float x, z, rotY;
cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, rotY);
CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), GetEntityId());
if (!cmpFootprint)
{
// Default (this probably shouldn't happen) - just render an arbitrary-sized circle
SimRender::ConstructCircleOnGround(GetSimContext(), x, z, 2.f, m_Overlay, cmpPosition->IsFloating());
}
else
{
ICmpFootprint::EShape shape;
entity_pos_t size0, size1, height;
cmpFootprint->GetShape(shape, size0, size1, height);
if (shape == ICmpFootprint::SQUARE)
SimRender::ConstructSquareOnGround(GetSimContext(), x, z, size0.ToFloat(), size1.ToFloat(), rotY, m_Overlay, cmpPosition->IsFloating());
else
SimRender::ConstructCircleOnGround(GetSimContext(), x, z, size0.ToFloat(), m_Overlay, cmpPosition->IsFloating());
}
}
void RenderSubmit(SceneCollector& collector)
{
// (This is only called if a > 0)
collector.Submit(&m_Overlay);
if (ICmpSelectable::ms_EnableDebugOverlays)
{
// allocate debug overlays on-demand
if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine;
if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine;
CmpPtr<ICmpVisual> cmpVisual(GetSimContext(), GetEntityId());
if (cmpVisual)
{
SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay);
m_DebugBoundingBoxOverlay->m_Thickness = 2;
m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f);
SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay);
m_DebugSelectionBoxOverlay->m_Thickness = 2;
m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f);
collector.Submit(m_DebugBoundingBoxOverlay);
collector.Submit(m_DebugSelectionBoxOverlay);
}
}
else
{
// reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion)
if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay);
if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay);
}
}
};
REGISTER_COMPONENT_TYPE(Selectable)