Ykkrosh
35e91718c5
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
182 lines
4.2 KiB
C++
182 lines
4.2 KiB
C++
#include "stdafx.h"
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#include "Common/Tools.h"
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#include "Common/Brushes.h"
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#include "Common/MiscState.h"
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#include "Common/ObjectSettings.h"
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#include "GameInterface/Messages.h"
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using AtlasMessage::Position;
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static float g_DefaultAngle = M_PI*3.0/4.0;
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class PlaceObject : public StateDrivenTool<PlaceObject>
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{
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DECLARE_DYNAMIC_CLASS(PlaceObject);
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Position m_ScreenPos, m_ObjPos, m_Target;
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wxString m_ObjectID;
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public:
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PlaceObject()
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{
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SetState(&Waiting);
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}
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void SendObjectMsg(bool preview)
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{
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int dragDistSq =
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(m_ScreenPos.type1.x-m_Target.type1.x)*(m_ScreenPos.type1.x-m_Target.type1.x)
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+ (m_ScreenPos.type1.y-m_Target.type1.y)*(m_ScreenPos.type1.y-m_Target.type1.y);
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bool useTarget = (dragDistSq >= 16*16);
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if (preview)
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POST_MESSAGE(ObjectPreview, (m_ObjectID.c_str(), g_ObjectSettings.GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle));
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else
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POST_COMMAND(CreateObject, (m_ObjectID.c_str(), g_ObjectSettings.GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle));
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}
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virtual void Init(void* initData)
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{
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wxASSERT(initData);
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wxString& id = *static_cast<wxString*>(initData);
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m_ObjectID = id;
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SendObjectMsg(true);
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}
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void OnEnable()
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{
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}
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void OnDisable()
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{
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m_ObjectID = _T("");
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SendObjectMsg(true);
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}
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/*
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Object placement:
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* Select unit from list
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* Move mouse around screen; preview of unit follows mouse
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* Left mouse down -> remember position, fix preview to point
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* Mouse move -> if moved > [limit], rotate unit to face mouse; else default orientation
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* Left mouse release -> finalise placement of object on map
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* Page up/down -> rotate default orientation
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* Escape -> cancel placement tool
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TOOD: what happens if somebody saves while the preview is active?
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*/
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bool OnMouseOverride(wxMouseEvent& WXUNUSED(evt))
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{
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// This used to let the scroll-wheel rotate units, but that overrides
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// the camera zoom and makes navigation very awkward, so it doesn't
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// any more.
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return false;
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}
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bool OnKeyOverride(wxKeyEvent& evt, KeyEventType dir)
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{
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switch (dir)
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{
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case KEY_CHAR:
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int key = evt.GetKeyCode();
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if (key == WXK_ESCAPE)
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{
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SetState(&Disabled);
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return true;
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}
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break;
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}
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return false;
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}
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void RotateTick(float dt)
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{
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int dir = 0;
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if (wxGetKeyState(WXK_NEXT)) ++dir; // page-down key
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if (wxGetKeyState(WXK_PRIOR)) --dir; // page-up key
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if (dir)
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{
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float speed = M_PI/2.f * ScenarioEditor::GetSpeedModifier(); // radians per second
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g_DefaultAngle += (dir * dt * speed);
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SendObjectMsg(true);
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}
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}
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struct sWaiting : public State
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{
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bool OnMouse(PlaceObject* obj, wxMouseEvent& evt)
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{
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if (obj->OnMouseOverride(evt))
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return true;
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else if (evt.LeftDown())
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{
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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obj->m_ObjPos = Position::Unchanged(); // make sure object is stationary even if the camera moves
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SET_STATE(Placing);
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return true;
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}
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else if (evt.Moving())
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{
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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return true;
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}
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else
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return false;
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}
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bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType dir)
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{
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return obj->OnKeyOverride(evt, dir);
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}
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void OnTick(PlaceObject* obj, float dt)
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{
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obj->RotateTick(dt);
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}
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}
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Waiting;
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struct sPlacing : public State
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{
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bool OnMouse(PlaceObject* obj, wxMouseEvent& evt)
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{
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if (obj->OnMouseOverride(evt))
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return true;
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else if (evt.LeftUp())
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{
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obj->m_Target = Position(evt.GetPosition());
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// Create the actual object
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obj->SendObjectMsg(false);
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// Go back to preview mode
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SET_STATE(Waiting);
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target;
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obj->SendObjectMsg(true);
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return true;
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}
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else if (evt.Dragging())
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{
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obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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return true;
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}
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else
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return false;
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}
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bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType dir)
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{
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return obj->OnKeyOverride(evt, dir);
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}
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void OnTick(PlaceObject* obj, float dt)
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{
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obj->RotateTick(dt);
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}
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}
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Placing;
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};
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IMPLEMENT_DYNAMIC_CLASS(PlaceObject, StateDrivenTool<PlaceObject>);
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