Ykkrosh
0bdc1c22c8
- Made the canvas get shown before it's used. - Added some bits of SDL initialisation so that SDL_GL_GetProcAddress is happy. SnapSplitterWindow: fixed virtual override. This was SVN commit r4735.
707 lines
19 KiB
C++
707 lines
19 KiB
C++
#include "stdafx.h"
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#include "ScenarioEditor.h"
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#include "wx/evtloop.h"
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#include "wx/tooltip.h"
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#include "wx/image.h"
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#include "wx/busyinfo.h"
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#include "wx/mediactrl.h"
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#include "wx/filename.h"
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#include "General/AtlasEventLoop.h"
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#include "General/Datafile.h"
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#include "HighResTimer/HighResTimer.h"
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#include "Buttons/ToolButton.h"
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#include "CustomControls/Canvas/Canvas.h"
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#include "GameInterface/MessagePasser.h"
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#include "GameInterface/Messages.h"
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#include "Tools/Common/Tools.h"
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static HighResTimer g_Timer;
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using namespace AtlasMessage;
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//////////////////////////////////////////////////////////////////////////
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// GL functions exported from DLL, and called by game (in a separate
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// thread to the standard wx one)
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ATLASDLLIMPEXP void Atlas_GLSetCurrent(void* canvas)
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{
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static_cast<wxGLCanvas*>(canvas)->SetCurrent();
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}
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ATLASDLLIMPEXP void Atlas_GLSwapBuffers(void* canvas)
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{
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static_cast<wxGLCanvas*>(canvas)->SwapBuffers();
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}
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//////////////////////////////////////////////////////////////////////////
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class GameCanvas : public Canvas
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{
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public:
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GameCanvas(wxWindow* parent, int* attribList)
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: Canvas(parent, attribList, wxWANTS_CHARS),
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m_MouseState(NONE), m_LastMouseState(NONE)
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{
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}
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private:
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bool KeyScroll(wxKeyEvent& evt, bool enable)
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{
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int dir;
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switch (evt.GetKeyCode())
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{
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case WXK_LEFT: dir = eScrollConstantDir::LEFT; break;
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case WXK_RIGHT: dir = eScrollConstantDir::RIGHT; break;
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case WXK_UP: dir = eScrollConstantDir::FORWARDS; break;
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case WXK_DOWN: dir = eScrollConstantDir::BACKWARDS; break;
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case WXK_SHIFT: case WXK_CONTROL: dir = -1; break;
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default: return false;
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}
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float speed = 120.f * ScenarioEditor::GetSpeedModifier();
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if (dir == -1) // changed modifier keys - update all currently-scrolling directions
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{
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if (wxGetKeyState(WXK_LEFT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, speed));
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if (wxGetKeyState(WXK_RIGHT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, speed));
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if (wxGetKeyState(WXK_UP)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, speed));
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if (wxGetKeyState(WXK_DOWN)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, speed));
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}
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else
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{
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POST_MESSAGE(ScrollConstant, (eRenderView::GAME, dir, enable ? speed : 0.0f));
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}
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return true;
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}
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void OnKeyDown(wxKeyEvent& evt)
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{
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if (GetCurrentTool().OnKey(evt, ITool::KEY_DOWN))
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{
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// Key event has been handled by the tool, so don't try
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// to use it for camera motion too
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return;
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}
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if (KeyScroll(evt, true))
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return;
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evt.Skip();
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}
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void OnKeyUp(wxKeyEvent& evt)
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{
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if (GetCurrentTool().OnKey(evt, ITool::KEY_UP))
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return;
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if (KeyScroll(evt, false))
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return;
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evt.Skip();
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}
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void OnChar(wxKeyEvent& evt)
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{
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if (GetCurrentTool().OnKey(evt, ITool::KEY_CHAR))
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return;
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int dir = 0;
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if (evt.GetKeyCode() == '-' || evt.GetKeyCode() == '_')
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dir = -1;
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else if (evt.GetKeyCode() == '+' || evt.GetKeyCode() == '=')
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dir = +1;
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// TODO: internationalisation (-/_ and +/= don't always share a key)
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if (dir)
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{
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float speed = 16.f;
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if (wxGetKeyState(WXK_SHIFT))
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speed *= 4.f;
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POST_MESSAGE(SmoothZoom, (eRenderView::GAME, speed*dir));
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}
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else
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evt.Skip();
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}
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virtual void HandleMouseEvent(wxMouseEvent& evt)
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{
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// TODO or at least to think about: When using other controls in the
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// editor, it's annoying that keyboard/scrollwheel no longer navigate
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// around the world until you click on it.
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// Setting focus back whenever the mouse moves over the GL window
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// feels like a fairly natural solution to me, since I can use
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// e.g. brush-editing controls normally, and then move the mouse to
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// see the brush outline and magically get given back full control
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// of the camera.
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if (evt.Moving())
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SetFocus();
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if (GetCurrentTool().OnMouse(evt))
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{
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// Mouse event has been handled by the tool, so don't try
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// to use it for camera motion too
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return;
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}
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// Global mouse event handlers (for camera motion)
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if (evt.GetWheelRotation())
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{
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float speed = 16.f * ScenarioEditor::GetSpeedModifier();
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POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
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}
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else
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{
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if (evt.MiddleIsDown())
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{
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if (wxGetKeyState(WXK_CONTROL) || evt.RightIsDown())
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m_MouseState = ROTATEAROUND;
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else
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m_MouseState = SCROLL;
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}
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else
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m_MouseState = NONE;
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if (m_MouseState != m_LastMouseState)
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{
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switch (m_MouseState)
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{
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case NONE: break;
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case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::FROM, evt.GetPosition())); break;
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case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::FROM, evt.GetPosition())); break;
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default: wxFAIL;
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}
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m_LastMouseState = m_MouseState;
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}
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else if (evt.Dragging())
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{
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switch (m_MouseState)
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{
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case NONE: break;
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case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::TO, evt.GetPosition())); break;
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case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::TO, evt.GetPosition())); break;
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default: wxFAIL;
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}
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}
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}
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}
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enum { NONE, SCROLL, ROTATEAROUND };
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int m_MouseState, m_LastMouseState;
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DECLARE_EVENT_TABLE();
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};
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BEGIN_EVENT_TABLE(GameCanvas, Canvas)
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EVT_KEY_DOWN(GameCanvas::OnKeyDown)
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EVT_KEY_UP(GameCanvas::OnKeyUp)
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EVT_CHAR(GameCanvas::OnChar)
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END_EVENT_TABLE()
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//////////////////////////////////////////////////////////////////////////
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#if wxUSE_MEDIACTRL
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class MediaPlayer : public wxFrame
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{
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public:
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MediaPlayer(wxWindow* parent) : wxFrame(parent, -1, _("Media player"), wxDefaultPosition, wxDefaultSize, wxFRAME_FLOAT_ON_PARENT|wxSYSTEM_MENU|wxCAPTION|wxCLOSE_BOX|wxCLIP_CHILDREN)
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{
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m_MediaCtrl = new wxMediaCtrl(this, -1);
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m_Sizer = new wxBoxSizer(wxVERTICAL);
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m_Sizer->Add(m_MediaCtrl);
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SetSizer(m_Sizer);
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m_MediaCtrl->Load(_T("http://download.microsoft.com/download/f/3/8/f3876ac5-7e9d-47bd-a1de-6b7670162c00/Halo_Wars_Web_Version_woRating_360p30_ST_1500kbps.wmv"));
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}
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void OnLoad(wxMediaEvent&)
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{
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m_MediaCtrl->Play();
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m_Sizer->SetSizeHints(this);
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}
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private:
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wxMediaCtrl* m_MediaCtrl;
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wxSizer* m_Sizer;
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DECLARE_EVENT_TABLE();
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};
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BEGIN_EVENT_TABLE(MediaPlayer, wxFrame)
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EVT_MEDIA_LOADED(wxID_ANY, MediaPlayer::OnLoad)
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END_EVENT_TABLE()
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#endif // wxUSE_MEDIACTRL
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//////////////////////////////////////////////////////////////////////////
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volatile bool g_FrameHasEnded;
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// Called from game thread
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ATLASDLLIMPEXP void Atlas_NotifyEndOfFrame()
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{
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g_FrameHasEnded = true;
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}
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enum
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{
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ID_Quit = 1,
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// ID_New,
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ID_Open,
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ID_Save,
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ID_SaveAs,
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ID_Wireframe,
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ID_MessageTrace,
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ID_Screenshot,
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ID_MediaPlayer,
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ID_Toolbar // must be last in the list
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};
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BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
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EVT_CLOSE(ScenarioEditor::OnClose)
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EVT_TIMER(wxID_ANY, ScenarioEditor::OnTimer)
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// EVT_MENU(ID_New, ScenarioEditor::OnNew)
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EVT_MENU(ID_Open, ScenarioEditor::OnOpen)
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EVT_MENU(ID_Save, ScenarioEditor::OnSave)
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EVT_MENU(ID_SaveAs, ScenarioEditor::OnSaveAs)
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EVT_MENU(ID_Quit, ScenarioEditor::OnQuit)
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EVT_MENU(wxID_UNDO, ScenarioEditor::OnUndo)
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EVT_MENU(wxID_REDO, ScenarioEditor::OnRedo)
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EVT_MENU(ID_Wireframe, ScenarioEditor::OnWireframe)
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EVT_MENU(ID_MessageTrace, ScenarioEditor::OnMessageTrace)
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EVT_MENU(ID_Screenshot, ScenarioEditor::OnScreenshot)
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EVT_MENU(ID_MediaPlayer, ScenarioEditor::OnMediaPlayer)
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EVT_IDLE(ScenarioEditor::OnIdle)
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END_EVENT_TABLE()
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static AtlasWindowCommandProc g_CommandProc;
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AtlasWindowCommandProc& ScenarioEditor::GetCommandProc() { return g_CommandProc; }
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ScenarioEditor::ScenarioEditor(wxWindow* parent)
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: wxFrame(parent, wxID_ANY, _T(""), wxDefaultPosition, wxSize(1024, 768))
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{
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// Global application initialisation:
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// wxLog::SetTraceMask(wxTraceMessages);
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SetOpenFilename(_T(""));
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SetIcon(wxIcon(_T("ICON_ScenarioEditor")));
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wxToolTip::Enable(true);
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wxImage::AddHandler(new wxPNGHandler);
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//////////////////////////////////////////////////////////////////////////
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// Menu
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wxMenuBar* menuBar = new wxMenuBar;
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SetMenuBar(menuBar);
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wxMenu *menuFile = new wxMenu;
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menuBar->Append(menuFile, _("&File"));
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{
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// menuFile->Append(ID_New, _("&New"));
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menuFile->Append(ID_Open, _("&Open..."));
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menuFile->Append(ID_Save, _("&Save"));
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menuFile->Append(ID_SaveAs, _("Save &As..."));
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menuFile->AppendSeparator();//-----------
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menuFile->Append(ID_Quit, _("E&xit"));
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// m_FileHistory.UseMenu(menuFile);//-------
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// m_FileHistory.AddFilesToMenu();
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}
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// m_menuItem_Save = menuFile->FindItem(ID_Save); // remember this item, to let it be greyed out
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// wxASSERT(m_menuItem_Save);
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wxMenu *menuEdit = new wxMenu;
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menuBar->Append(menuEdit, _("&Edit"));
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{
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menuEdit->Append(wxID_UNDO, _("&Undo"));
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menuEdit->Append(wxID_REDO, _("&Redo"));
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}
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GetCommandProc().SetEditMenu(menuEdit);
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GetCommandProc().Initialize();
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wxMenu *menuMisc = new wxMenu;
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menuBar->Append(menuMisc, _("&Misc hacks"));
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{
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menuMisc->AppendCheckItem(ID_Wireframe, _("&Wireframe"));
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menuMisc->AppendCheckItem(ID_MessageTrace, _("Message debug trace"));
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menuMisc->Append(ID_Screenshot, _("&Screenshot"));
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menuMisc->Append(ID_MediaPlayer, _("&Media player"));
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}
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m_SectionLayout.SetWindow(this);
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// Toolbar:
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ToolButtonBar* toolbar = new ToolButtonBar(this, &m_SectionLayout, ID_Toolbar);
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// TODO: configurable small vs large icon images
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// (button label; tooltip text; image; internal tool name; section to switch to)
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toolbar->AddToolButton(_("Default"), _("Default"), _T("default.png"), _T(""), _T(""));
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toolbar->AddToolButton(_("Move"), _("Move/rotate object"), _T("moveobject.png"), _T("TransformObject"), _T("ObjectSidebar"));
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toolbar->AddToolButton(_("Elevation"), _("Alter terrain elevation"), _T("alterelevation.png"), _T("AlterElevation"), _T("TerrainSidebar"));
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toolbar->AddToolButton(_("Flatten"), _("Flatten terrain elevation"), _T("flattenelevation.png"), _T("FlattenElevation"), _T("TerrainSidebar"));
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toolbar->AddToolButton(_("Paint Terrain"), _("Paint terrain texture"), _T("paintterrain.png"), _T("PaintTerrain"), _T("TerrainSidebar"));
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toolbar->Realize();
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SetToolBar(toolbar);
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// Set the default tool to be selected
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SetCurrentTool(_T(""));
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// Set up GL canvas:
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int glAttribList[] = {
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WX_GL_RGBA,
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WX_GL_DOUBLEBUFFER,
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WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
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WX_GL_BUFFER_SIZE, 24, // colour bits
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WX_GL_MIN_ALPHA, 8, // alpha bits
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0
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};
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Canvas* canvas = new GameCanvas(m_SectionLayout.GetCanvasParent(), glAttribList);
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m_SectionLayout.SetCanvas(canvas);
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// Set up sidebars:
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m_SectionLayout.Build();
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#if defined(__WXMSW__)
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// The canvas' context gets made current on creation; but it can only be
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// current for one thread at a time, and it needs to be current for the
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// thread that is doing the draw calls, so disable it for this one.
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wglMakeCurrent(NULL, NULL);
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#elif defined(__WXGTK__)
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// Need to make sure the canvas is realized by GTK, so that its context is valid
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Show(true);
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wxSafeYield();
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assert(canvas->GetContext() != NULL);
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assert(glXGetCurrentContext() == NULL);
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#endif
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// Send setup messages to game engine:
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POST_MESSAGE(SetCanvas, (static_cast<wxGLCanvas*>(canvas)));
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POST_MESSAGE(Init, (true));
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canvas->InitSize();
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// Start with a blank map (so that the editor can assume there's always
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// a valid map loaded)
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POST_MESSAGE(GenerateMap, (9));
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POST_MESSAGE(RenderEnable, (eRenderView::GAME));
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// Set up a timer to make sure tool-updates happen frequently (in addition
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// to the idle handler (which makes them happen more frequently if there's nothing
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// else to do))
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m_Timer.SetOwner(this);
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m_Timer.Start(20);
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}
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float ScenarioEditor::GetSpeedModifier()
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{
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if (wxGetKeyState(WXK_SHIFT) && wxGetKeyState(WXK_CONTROL))
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return 1.f/64.f;
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else if (wxGetKeyState(WXK_CONTROL))
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return 1.f/4.f;
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else if (wxGetKeyState(WXK_SHIFT))
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return 4.f;
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else
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return 1.f;
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}
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void ScenarioEditor::OnClose(wxCloseEvent&)
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{
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SetCurrentTool(_T(""));
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POST_MESSAGE(Shutdown, ());
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qExit().Post();
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// blocks until engine has noticed the message, so we won't be
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// destroying the GLCanvas while it's still rendering
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Destroy();
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}
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static void UpdateTool()
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{
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// Don't keep posting events if the game can't keep up
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if (g_FrameHasEnded)
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{
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g_FrameHasEnded = false; // (thread safety doesn't matter here)
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// TODO: Smoother timing stuff?
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static double last = g_Timer.GetTime();
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double time = g_Timer.GetTime();
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GetCurrentTool().OnTick(time-last);
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last = time;
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}
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}
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void ScenarioEditor::OnTimer(wxTimerEvent&)
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{
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UpdateTool();
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}
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void ScenarioEditor::OnIdle(wxIdleEvent&)
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{
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UpdateTool();
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}
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void ScenarioEditor::OnQuit(wxCommandEvent&)
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{
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Close();
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}
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void ScenarioEditor::OnUndo(wxCommandEvent&)
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{
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GetCommandProc().Undo();
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}
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void ScenarioEditor::OnRedo(wxCommandEvent&)
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{
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GetCommandProc().Redo();
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}
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//////////////////////////////////////////////////////////////////////////
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// TODO (eventually): replace all this file-handling stuff with the Workspace Editor
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void ScenarioEditor::OnOpen(wxCommandEvent& WXUNUSED(event))
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{
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wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
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Datafile::GetDataDirectory() + _T("/mods/official/maps/scenarios"), m_OpenFilename,
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_T("PMP files (*.pmp)|*.pmp|All files (*.*)|*.*"),
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wxOPEN);
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wxString cwd = wxFileName::GetCwd();
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if (dlg.ShowModal() == wxID_OK)
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{
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wxBusyInfo busy(_("Loading map"));
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wxBusyCursor busyc;
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// TODO: Work when the map is not in .../maps/scenarios/
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std::wstring map = dlg.GetFilename().c_str();
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// Deactivate tools, so they don't carry forwards into the new CWorld
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// and crash.
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SetCurrentTool(_T(""));
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// TODO: clear the undo buffer, etc
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POST_MESSAGE(LoadMap, (map));
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SetOpenFilename(dlg.GetFilename());
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// Wait for it to load, while the wxBusyInfo is telling the user that we're doing that
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qPing qry;
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qry.Post();
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}
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|
wxCHECK_RET(cwd == wxFileName::GetCwd(), _T("cwd changed"));
|
|
// paranoia - MSDN says OFN_NOCHANGEDIR (used when we don't give wxCHANGE_DIR)
|
|
// "is ineffective for GetOpenFileName", but it seems to work anyway
|
|
|
|
// TODO: Make this a non-undoable command
|
|
}
|
|
|
|
void ScenarioEditor::OnSave(wxCommandEvent& event)
|
|
{
|
|
if (m_OpenFilename.IsEmpty())
|
|
OnSaveAs(event);
|
|
else
|
|
{
|
|
wxBusyInfo busy(_("Saving map"));
|
|
|
|
std::wstring map = m_OpenFilename.c_str();
|
|
POST_MESSAGE(SaveMap, (map));
|
|
|
|
// Wait for it to finish saving
|
|
qPing qry;
|
|
qry.Post();
|
|
}
|
|
}
|
|
|
|
void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
|
|
{
|
|
wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
|
|
Datafile::GetDataDirectory() + _T("/mods/official/maps/scenarios"), m_OpenFilename,
|
|
_T("PMP files (*.pmp)|*.pmp|All files (*.*)|*.*"),
|
|
wxSAVE | wxOVERWRITE_PROMPT);
|
|
|
|
if (dlg.ShowModal() == wxID_OK)
|
|
{
|
|
wxBusyInfo busy(_("Saving map"));
|
|
|
|
// TODO: Work when the map is not in .../maps/scenarios/
|
|
std::wstring map = dlg.GetFilename().c_str();
|
|
POST_MESSAGE(SaveMap, (map));
|
|
|
|
SetOpenFilename(dlg.GetFilename());
|
|
|
|
// Wait for it to finish saving
|
|
qPing qry;
|
|
qry.Post();
|
|
}
|
|
}
|
|
|
|
void ScenarioEditor::SetOpenFilename(const wxString& filename)
|
|
{
|
|
SetTitle(wxString::Format(_("Atlas - Scenario Editor - %s"),
|
|
(filename.IsEmpty() ? wxString(_("(untitled)")) : filename).c_str()));
|
|
|
|
m_OpenFilename = filename;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void ScenarioEditor::OnWireframe(wxCommandEvent& event)
|
|
{
|
|
POST_MESSAGE(RenderStyle, (event.IsChecked()));
|
|
}
|
|
|
|
void ScenarioEditor::OnMessageTrace(wxCommandEvent& event)
|
|
{
|
|
POST_MESSAGE(MessageTrace, (event.IsChecked()));
|
|
}
|
|
|
|
void ScenarioEditor::OnScreenshot(wxCommandEvent& WXUNUSED(event))
|
|
{
|
|
POST_MESSAGE(Screenshot, (10));
|
|
}
|
|
|
|
void ScenarioEditor::OnMediaPlayer(wxCommandEvent& WXUNUSED(event))
|
|
{
|
|
#if wxUSE_MEDIACTRL
|
|
wxWindow* mediaPlayer = new MediaPlayer(this);
|
|
mediaPlayer->Show();
|
|
#else
|
|
wxLogError(_("Sorry, media playback is not supported in this build."));
|
|
#endif
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
Position::Position(const wxPoint& pt)
|
|
: type(1)
|
|
{
|
|
type1.x = pt.x;
|
|
type1.y = pt.y;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
/* Disabled (and should be removed if it turns out to be unnecessary)
|
|
- see MessagePasserImpl.cpp for information
|
|
|
|
static void QueryCallback()
|
|
{
|
|
// If this thread completely blocked on the semaphore inside Query, it would
|
|
// never respond to window messages, and the system deadlocks if the
|
|
// game tries to display an assertion failure dialog. (See
|
|
// WaitForSingleObject on MSDN.)
|
|
// So, this callback is called occasionally, and gives wx a change to
|
|
// handle messages.
|
|
|
|
// This is kind of like wxYield, but without the ProcessPendingEvents -
|
|
// it's enough to make Windows happy and stop deadlocking, without actually
|
|
// calling the event handlers (which could lead to nasty recursion)
|
|
|
|
// while (wxEventLoop::GetActive()->Pending())
|
|
// wxEventLoop::GetActive()->Dispatch();
|
|
|
|
// Oh dear, we can't use that either - it (at least in wx 2.6.3) still
|
|
// processes messages, which causes reentry into various things that we
|
|
// don't want to be reentrant. So do it all manually, accepting Windows
|
|
// messages and sticking them on a list for later processing (in a custom
|
|
// event loop class):
|
|
|
|
// (TODO: Rethink this entire process on Linux)
|
|
// (Alt TODO: Could we make the game never pop up windows (or use the Win32
|
|
// GUI in any other way) when it's running under Atlas, so we wouldn't need
|
|
// to do any message processing here at all?)
|
|
|
|
#ifdef _WIN32
|
|
AtlasEventLoop* evtLoop = (AtlasEventLoop*)wxEventLoop::GetActive();
|
|
|
|
// evtLoop might be NULL, particularly if we're still initialising windows
|
|
// and haven't got into the normal event loop yet. But we'd have to process
|
|
// messages anyway, to avoid the deadlocks that this is for. So, don't bother
|
|
// with that and just crash instead.
|
|
// (Maybe it could be solved better by constructing/finding an event loop
|
|
// object here and setting it as the global one, assuming it's not overwritten
|
|
// later by wx.)
|
|
|
|
while (evtLoop->Pending())
|
|
{
|
|
// Based on src/msw/evtloop.cpp's wxEventLoop::Dispatch()
|
|
|
|
MSG msg;
|
|
BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);
|
|
|
|
if (rc == 0)
|
|
{
|
|
// got WM_QUIT
|
|
return;
|
|
}
|
|
|
|
if (rc == -1)
|
|
{
|
|
wxLogLastError(wxT("GetMessage"));
|
|
return;
|
|
}
|
|
|
|
// Our special bits:
|
|
|
|
if (msg.message == WM_PAINT)
|
|
{
|
|
// "GetMessage does not remove WM_PAINT messages from the queue.
|
|
// The messages remain in the queue until processed."
|
|
// So let's process them, to avoid infinite loops...
|
|
PAINTSTRUCT paint;
|
|
::BeginPaint(msg.hwnd, &paint);
|
|
::EndPaint(msg.hwnd, &paint);
|
|
// Remember that some painting was needed - we'll just repaint
|
|
// the whole screen when this is finished.
|
|
evtLoop->NeedsPaint();
|
|
}
|
|
else
|
|
{
|
|
// Add this message to a queue for later processing. (That's
|
|
// probably kind of valid, at least in most cases.)
|
|
MSG* pMsg = new MSG(msg);
|
|
evtLoop->AddMessage(pMsg);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
*/
|
|
void QueryMessage::Post()
|
|
{
|
|
// g_MessagePasser->Query(this, &QueryCallback);
|
|
g_MessagePasser->Query(this, NULL);
|
|
}
|