2010-10-02 14:41:29 +02:00
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/* 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 "simulation2/system/Component.h"
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#include "ICmpOverlayRenderer.h"
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#include "ICmpPosition.h"
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#include "simulation2/MessageTypes.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "renderer/Renderer.h"
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class CCmpOverlayRenderer : public ICmpOverlayRenderer
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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}
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DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
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// Currently-enabled set of sprites
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std::vector<SOverlaySprite> m_Sprites;
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// For each entry in m_Sprites, store the offset of the sprite from the unit's position
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// (so we can recompute the sprite position after the unit moves)
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std::vector<CVector3D> m_SpriteOffsets;
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// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
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bool m_Enabled;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// TODO: should we do anything here?
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// or should we expect other components to reinitialise us
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// after deserialization?
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(context, paramNode);
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}
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virtual void HandleMessage(const CSimContext& UNUSED(context), const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.frameTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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break;
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}
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}
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}
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virtual void Reset()
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{
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m_Sprites.clear();
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m_SpriteOffsets.clear();
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}
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virtual void AddSprite(std::wstring textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position)
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{
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CTextureProperties textureProps(textureName);
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SOverlaySprite sprite;
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sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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sprite.m_X0 = corner0.X.ToFloat();
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sprite.m_Y0 = corner0.Y.ToFloat();
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sprite.m_X1 = corner1.X.ToFloat();
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sprite.m_Y1 = corner1.Y.ToFloat();
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m_Sprites.push_back(sprite);
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m_SpriteOffsets.push_back(CVector3D(position));
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}
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void Interpolate(float UNUSED(frameTime), float frameOffset)
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{
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2010-10-03 18:48:52 +02:00
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// Skip all the following computations if we have no sprites
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if (m_Sprites.empty())
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{
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m_Enabled = false;
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return;
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}
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2010-10-02 14:41:29 +02:00
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// Disable rendering of the unit if it has no position
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null() || !cmpPosition->IsInWorld())
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{
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m_Enabled = false;
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return;
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}
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// Find the precise position of the unit
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CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset, false));
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CVector3D position(transform.GetTranslation());
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// Move all the sprites to the desired offset relative to the unit
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for (size_t i = 0; i < m_Sprites.size(); ++i)
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m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
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m_Enabled = true;
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}
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void RenderSubmit(SceneCollector& collector)
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{
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if (!m_Enabled)
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return;
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for (size_t i = 0; i < m_Sprites.size(); ++i)
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collector.Submit(&m_Sprites[i]);
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}
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};
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REGISTER_COMPONENT_TYPE(OverlayRenderer)
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