#include "precompiled.h" #include "MessageHandler.h" #include "../GameLoop.h" #include "renderer/Renderer.h" #include "gui/GUI.h" #include "ps/CConsole.h" extern int g_xres, g_yres; extern void Init_(int argc, char** argv, bool setup_gfx); extern void Shutdown_(); namespace AtlasMessage { MESSAGEHANDLER_STR(init) { oglInit(); Init_(g_GameLoop->argc, g_GameLoop->argv, false); #if OS_WIN // HACK (to stop things looking very ugly when scrolling) - should // use proper config system. if(oglHaveExtension("WGL_EXT_swap_control")) wglSwapIntervalEXT(1); #endif } MESSAGEHANDLER_STR(shutdown) { Shutdown_(); g_GameLoop->rendering = false; } MESSAGEHANDLER_STR(exit) { g_GameLoop->running = false; } MESSAGEHANDLER_STR(render_enable) { g_GameLoop->rendering = true; } MESSAGEHANDLER_STR(render_disable) { g_GameLoop->rendering = false; } ////////////////////////////////////////////////////////////////////////// MESSAGEHANDLER(SetContext) { g_GameLoop->glContext = msg->context; Atlas_GLSetCurrent((void*)g_GameLoop->glContext); } MESSAGEHANDLER(ResizeScreen) { g_xres = msg->width; g_yres = msg->height; if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes if (g_yres <= 2) g_yres = 2; SViewPort vp = { 0, 0, g_xres, g_yres }; g_Renderer.SetViewport(vp); g_Renderer.Resize(g_xres, g_yres); g_GUI.UpdateResolution(); g_Console->UpdateScreenSize(g_xres, g_yres); } ////////////////////////////////////////////////////////////////////////// MESSAGEHANDLER(RenderStyle) { g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID); g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID); } }