1
0
forked from 0ad/0ad
0ad/source/simulation2/components/CCmpWaterManager.cpp
2011-02-03 14:36:54 +00:00

102 lines
2.5 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 "simulation2/system/Component.h"
#include "ICmpWaterManager.h"
#include "graphics/RenderableObject.h"
#include "graphics/Terrain.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
class CCmpWaterManager : public ICmpWaterManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_RenderSubmit);
}
DEFAULT_COMPONENT_ALLOCATOR(WaterManager)
// Dynamic state:
entity_pos_t m_WaterHeight;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
SetWaterLevel(entity_pos_t::FromInt(5));
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
deserialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_RenderSubmit:
{
// Don't actually do rendering here, but tell the renderer how to draw water
if (CRenderer::IsInitialised())
g_Renderer.GetWaterManager()->m_WaterHeight = m_WaterHeight.ToFloat();
break;
}
}
}
virtual void SetWaterLevel(entity_pos_t h)
{
m_WaterHeight = h;
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
}
virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z))
{
return m_WaterHeight;
}
virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z))
{
return m_WaterHeight.ToFloat();
}
};
REGISTER_COMPONENT_TYPE(WaterManager)