historic_bruno
ad6f305359
Adds various map controls to Atlas. Adds New Map dialog to Atlas. Removes a few references to old simulation header files. This was SVN commit r9247.
391 lines
9.8 KiB
C++
391 lines
9.8 KiB
C++
/* Copyright (C) 2011 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 "View.h"
|
|
|
|
#include "ActorViewer.h"
|
|
#include "GameLoop.h"
|
|
#include "Messages.h"
|
|
#include "SimState.h"
|
|
|
|
#include "graphics/CinemaTrack.h"
|
|
#include "graphics/GameView.h"
|
|
#include "graphics/ParticleManager.h"
|
|
#include "graphics/SColor.h"
|
|
#include "graphics/UnitManager.h"
|
|
#include "lib/timer.h"
|
|
#include "lib/utf8.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/GameSetup/GameSetup.h"
|
|
#include "ps/World.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "simulation2/Simulation2.h"
|
|
#include "simulation2/components/ICmpObstructionManager.h"
|
|
#include "simulation2/components/ICmpPathfinder.h"
|
|
|
|
extern void (*Atlas_GLSwapBuffers)(void* context);
|
|
|
|
extern int g_xres, g_yres;
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void View::SetParam(const std::wstring& UNUSED(name), bool UNUSED(value))
|
|
{
|
|
}
|
|
|
|
void View::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Colour& UNUSED(value))
|
|
{
|
|
}
|
|
|
|
void View::SetParam(const std::wstring& UNUSED(name), const std::wstring& UNUSED(value))
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
ViewActor::ViewActor()
|
|
: m_SpeedMultiplier(1.f), m_ActorViewer(new ActorViewer())
|
|
{
|
|
}
|
|
|
|
ViewActor::~ViewActor()
|
|
{
|
|
delete m_ActorViewer;
|
|
}
|
|
|
|
void ViewActor::Update(float frameLength)
|
|
{
|
|
m_ActorViewer->Update(frameLength * m_SpeedMultiplier);
|
|
}
|
|
|
|
void ViewActor::Render()
|
|
{
|
|
SViewPort vp = { 0, 0, g_xres, g_yres };
|
|
CCamera& camera = GetCamera();
|
|
camera.SetViewPort(vp);
|
|
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
|
|
camera.UpdateFrustum();
|
|
|
|
m_ActorViewer->Render();
|
|
Atlas_GLSwapBuffers((void*)g_GameLoop->glCanvas);
|
|
}
|
|
|
|
CCamera& ViewActor::GetCamera()
|
|
{
|
|
return m_Camera;
|
|
}
|
|
|
|
CSimulation2* ViewActor::GetSimulation2()
|
|
{
|
|
return m_ActorViewer->GetSimulation2();
|
|
}
|
|
|
|
entity_id_t ViewActor::GetEntityId(AtlasMessage::ObjectID UNUSED(obj))
|
|
{
|
|
return m_ActorViewer->GetEntity();
|
|
}
|
|
|
|
bool ViewActor::WantsHighFramerate()
|
|
{
|
|
if (m_SpeedMultiplier != 0.f)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void ViewActor::SetSpeedMultiplier(float speed)
|
|
{
|
|
m_SpeedMultiplier = speed;
|
|
}
|
|
|
|
ActorViewer& ViewActor::GetActorViewer()
|
|
{
|
|
return *m_ActorViewer;
|
|
}
|
|
|
|
void ViewActor::SetParam(const std::wstring& name, bool value)
|
|
{
|
|
if (name == L"wireframe")
|
|
g_Renderer.SetModelRenderMode(value ? WIREFRAME : SOLID);
|
|
else if (name == L"walk")
|
|
m_ActorViewer->SetWalkEnabled(value);
|
|
else if (name == L"ground")
|
|
m_ActorViewer->SetGroundEnabled(value);
|
|
else if (name == L"shadows")
|
|
m_ActorViewer->SetShadowsEnabled(value);
|
|
else if (name == L"stats")
|
|
m_ActorViewer->SetStatsEnabled(value);
|
|
}
|
|
|
|
void ViewActor::SetParam(const std::wstring& name, const AtlasMessage::Colour& value)
|
|
{
|
|
if (name == L"background")
|
|
{
|
|
m_ActorViewer->SetBackgroundColour(SColor4ub(value.r, value.g, value.b, 255));
|
|
}
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
template<typename T, typename S>
|
|
static void delete_pair_2nd(std::pair<T,S> v)
|
|
{
|
|
delete v.second;
|
|
}
|
|
|
|
ViewGame::ViewGame()
|
|
: m_SpeedMultiplier(0.f)
|
|
{
|
|
debug_assert(g_Game);
|
|
}
|
|
|
|
ViewGame::~ViewGame()
|
|
{
|
|
std::for_each(m_SavedStates.begin(), m_SavedStates.end(), delete_pair_2nd<std::wstring, SimState*>);
|
|
}
|
|
|
|
CSimulation2* ViewGame::GetSimulation2()
|
|
{
|
|
return g_Game->GetSimulation2();
|
|
}
|
|
|
|
void ViewGame::Update(float frameLength)
|
|
{
|
|
float actualFrameLength = frameLength * m_SpeedMultiplier;
|
|
|
|
// Clean up any entities destroyed during UI message processing
|
|
g_Game->GetSimulation2()->FlushDestroyedEntities();
|
|
|
|
if (m_SpeedMultiplier == 0.f)
|
|
{
|
|
// Update unit interpolation
|
|
g_Game->Interpolate(0.0);
|
|
|
|
// Update particles even when the game is paused, so people can see
|
|
// what they look like. (TODO: maybe it'd be nice if this only applied in
|
|
// the not-testing-game editor state, not the testing-game-but-currently-paused
|
|
// state. Or maybe display a static snapshot of the particles (at some time
|
|
// later than 0 so they're actually visible) instead of animation, or something.)
|
|
g_Renderer.GetParticleManager().Interpolate(frameLength);
|
|
}
|
|
else
|
|
{
|
|
// Update the whole world
|
|
// (Tell the game update not to interpolate graphics - we'll do that
|
|
// ourselves)
|
|
bool ok = g_Game->Update(actualFrameLength, false);
|
|
if (! ok)
|
|
{
|
|
// Whoops, we're trying to go faster than the simulation can manage.
|
|
// It's probably better to run at the right sim rate, at the expense
|
|
// of framerate, so let's try simulating a few more times.
|
|
double t = timer_Time();
|
|
while (!ok && timer_Time() < t + 0.1) // don't go much worse than 10fps
|
|
{
|
|
ok = g_Game->Update(0.0, false); // don't add on any extra sim time
|
|
}
|
|
}
|
|
|
|
// Interpolate the graphics - we only want to do this once per visual frame,
|
|
// not in every call to g_Game->Update
|
|
g_Game->Interpolate(actualFrameLength);
|
|
}
|
|
|
|
// Cinematic motion should be independent of simulation update, so we can
|
|
// preview the cinematics by themselves
|
|
if (g_Game->GetView()->GetCinema()->IsPlaying())
|
|
g_Game->GetView()->GetCinema()->Update(frameLength);
|
|
}
|
|
|
|
void ViewGame::Render()
|
|
{
|
|
SViewPort vp = { 0, 0, g_xres, g_yres };
|
|
CCamera& camera = GetCamera();
|
|
camera.SetViewPort(vp);
|
|
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
|
|
camera.UpdateFrustum();
|
|
|
|
// Update the pathfinder display if necessary
|
|
if (!m_DisplayPassability.empty())
|
|
{
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionMan(*GetSimulation2(), SYSTEM_ENTITY);
|
|
if (!cmpObstructionMan.null())
|
|
{
|
|
cmpObstructionMan->SetDebugOverlay(true);
|
|
}
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(*GetSimulation2(), SYSTEM_ENTITY);
|
|
if (!cmpPathfinder.null())
|
|
{
|
|
cmpPathfinder->SetDebugOverlay(true);
|
|
// Kind of a hack to make it update the terrain grid
|
|
ICmpPathfinder::Goal goal = { ICmpPathfinder::Goal::POINT, fixed::Zero(), fixed::Zero() };
|
|
u8 passClass = cmpPathfinder->GetPassabilityClass(m_DisplayPassability);
|
|
u8 costClass = cmpPathfinder->GetCostClass("default");
|
|
cmpPathfinder->SetDebugPath(fixed::Zero(), fixed::Zero(), goal, passClass, costClass);
|
|
}
|
|
}
|
|
|
|
::Render();
|
|
Atlas_GLSwapBuffers((void*)g_GameLoop->glCanvas);
|
|
}
|
|
|
|
void ViewGame::SetParam(const std::wstring& name, bool value)
|
|
{
|
|
if (name == L"priorities")
|
|
g_Renderer.SetDisplayTerrainPriorities(value);
|
|
}
|
|
|
|
void ViewGame::SetParam(const std::wstring& name, const std::wstring& value)
|
|
{
|
|
if (name == L"passability")
|
|
{
|
|
m_DisplayPassability = CStrW(value).ToUTF8();
|
|
|
|
CmpPtr<ICmpObstructionManager> cmpObstructionMan(*GetSimulation2(), SYSTEM_ENTITY);
|
|
if (!cmpObstructionMan.null())
|
|
cmpObstructionMan->SetDebugOverlay(!value.empty());
|
|
|
|
CmpPtr<ICmpPathfinder> cmpPathfinder(*GetSimulation2(), SYSTEM_ENTITY);
|
|
if (!cmpPathfinder.null())
|
|
cmpPathfinder->SetDebugOverlay(!value.empty());
|
|
}
|
|
else if (name == L"renderpath")
|
|
{
|
|
g_Renderer.SetRenderPath(g_Renderer.GetRenderPathByName(CStrW(value).ToUTF8()));
|
|
}
|
|
}
|
|
|
|
CCamera& ViewGame::GetCamera()
|
|
{
|
|
return *g_Game->GetView()->GetCamera();
|
|
}
|
|
|
|
bool ViewGame::WantsHighFramerate()
|
|
{
|
|
if (g_Game->GetView()->GetCinema()->IsPlaying())
|
|
return true;
|
|
|
|
if (m_SpeedMultiplier != 0.f)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void ViewGame::SetSpeedMultiplier(float speed)
|
|
{
|
|
m_SpeedMultiplier = speed;
|
|
}
|
|
|
|
void ViewGame::SaveState(const std::wstring& label)
|
|
{
|
|
delete m_SavedStates[label]; // in case it already exists
|
|
m_SavedStates[label] = SimState::Freeze();
|
|
}
|
|
|
|
void ViewGame::RestoreState(const std::wstring& label)
|
|
{
|
|
SimState* simState = m_SavedStates[label];
|
|
if (! simState)
|
|
return;
|
|
|
|
simState->Thaw();
|
|
}
|
|
|
|
std::wstring ViewGame::DumpState(bool binary)
|
|
{
|
|
std::stringstream stream;
|
|
if (binary)
|
|
{
|
|
if (! g_Game->GetSimulation2()->SerializeState(stream))
|
|
return L"(internal error)";
|
|
// We can't return raw binary data, because we want to handle it with wxJS which
|
|
// doesn't like \0 bytes in strings, so return it as hex
|
|
static const char digits[] = "0123456789abcdef";
|
|
std::string str = stream.str();
|
|
std::wstring ret;
|
|
ret.reserve(str.length()*3);
|
|
for (size_t i = 0; i < str.length(); ++i)
|
|
{
|
|
ret += digits[(unsigned char)str[i] >> 4];
|
|
ret += digits[(unsigned char)str[i] & 0x0f];
|
|
ret += ' ';
|
|
}
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
if (! g_Game->GetSimulation2()->DumpDebugState(stream))
|
|
return L"(internal error)";
|
|
return wstring_from_utf8(stream.str());
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
ViewNone* view_None = NULL;
|
|
ViewGame* view_Game = NULL;
|
|
ViewActor* view_Actor = NULL;
|
|
|
|
View::~View()
|
|
{
|
|
}
|
|
|
|
View* View::GetView(int /*eRenderView*/ view)
|
|
{
|
|
switch (view)
|
|
{
|
|
case AtlasMessage::eRenderView::NONE: return View::GetView_None();
|
|
case AtlasMessage::eRenderView::GAME: return View::GetView_Game();
|
|
case AtlasMessage::eRenderView::ACTOR: return View::GetView_Actor();
|
|
default:
|
|
debug_warn(L"Invalid view type");
|
|
return View::GetView_None();
|
|
}
|
|
}
|
|
|
|
View* View::GetView_None()
|
|
{
|
|
if (! view_None)
|
|
view_None = new ViewNone();
|
|
return view_None;
|
|
}
|
|
|
|
ViewGame* View::GetView_Game()
|
|
{
|
|
if (! view_Game)
|
|
view_Game = new ViewGame();
|
|
return view_Game;
|
|
}
|
|
|
|
ViewActor* View::GetView_Actor()
|
|
{
|
|
if (! view_Actor)
|
|
view_Actor = new ViewActor();
|
|
return view_Actor;
|
|
}
|
|
|
|
void View::DestroyViews()
|
|
{
|
|
delete view_None; view_None = NULL;
|
|
delete view_Game; view_Game = NULL;
|
|
delete view_Actor; view_Actor = NULL;
|
|
}
|