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forked from 0ad/0ad

Reorganize code in different files in prepartion for the cinematic camera patch (by Vladislav Belov).

Refs #3301

This was SVN commit r17575.
This commit is contained in:
Yves 2015-12-30 21:16:35 +00:00
parent 969008befd
commit 8d9cfd66b8
13 changed files with 204 additions and 146 deletions

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@ -0,0 +1,115 @@
/* Copyright (C) 2015 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 <string>
#include <sstream>
#include "CinemaManager.h"
#include "CinemaPath.h"
#include "ps/CStr.h"
#include "maths/Vector4D.h"
CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false), m_Active(true), m_ValidCurrent(false)
{
m_CurrentPath = m_Paths.end();
}
void CCinemaManager::AddPath(CCinemaPath path, const CStrW& name)
{
ENSURE( m_Paths.find( name ) == m_Paths.end() );
m_Paths[name] = path;
}
void CCinemaManager::QueuePath(const CStrW& name, bool queue )
{
if (!m_PathQueue.empty() && queue == false)
{
return;
}
else
{
ENSURE(HasTrack(name));
m_PathQueue.push_back(m_Paths[name]);
}
}
void CCinemaManager::OverridePath(const CStrW& name)
{
m_PathQueue.clear();
ENSURE(HasTrack(name));
m_PathQueue.push_back( m_Paths[name] );
}
void CCinemaManager::SetAllPaths( const std::map<CStrW, CCinemaPath>& paths)
{
CStrW name;
m_Paths = paths;
}
void CCinemaManager::SetCurrentPath(const CStrW& name, bool current, bool drawLines)
{
if ( !HasTrack(name) )
m_ValidCurrent = false;
else
m_ValidCurrent = true;
m_CurrentPath = m_Paths.find(name);
m_DrawCurrentSpline = current;
m_DrawLines = drawLines;
DrawSpline();
}
bool CCinemaManager::HasTrack(const CStrW& name) const
{
return m_Paths.find(name) != m_Paths.end();
}
void CCinemaManager::DrawSpline() const
{
if ( !(m_DrawCurrentSpline && m_ValidCurrent) )
return;
static const int smoothness = 200;
m_CurrentPath->second.DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
}
void CCinemaManager::MoveToPointAt(float time)
{
ENSURE(m_CurrentPath != m_Paths.end());
StopPlaying();
m_CurrentPath->second.m_TimeElapsed = time;
if ( !m_CurrentPath->second.Validate() )
return;
m_CurrentPath->second.MoveToPointAt(m_CurrentPath->second.m_TimeElapsed /
m_CurrentPath->second.GetDuration(), m_CurrentPath->second.GetNodeFraction(),
m_CurrentPath->second.m_PreviousRotation );
}
bool CCinemaManager::Update(const float deltaRealTime)
{
if (!m_PathQueue.front().Play(deltaRealTime))
{
m_PathQueue.pop_front();
return false;
}
return true;
}

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@ -0,0 +1,69 @@
/* Copyright (C) 2015 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/>.
*/
#ifndef INCLUDED_CINEMAMANAGER
#define INCLUDED_CINEMAMANAGER
#include <list>
#include <map>
#include "graphics/CinemaPath.h"
#include "ps/CStr.h"
//Class for in game playing of cinematics. Should only be instantiated in CGameView.
class CCinemaManager
{
public:
CCinemaManager();
~CCinemaManager() {}
void AddPath(CCinemaPath path, const CStrW& name);
//Adds track to list of being played.
void QueuePath(const CStrW& name, bool queue);
void OverridePath(const CStrW& name); //clears track queue and replaces with 'name'
/**
* @param deltaRealTime Elapsed real time since the last frame.
*/
bool Update(const float deltaRealTime);
//These stop track play, and accept time, not ratio of time
void MoveToPointAt(float time);
inline void StopPlaying() { m_PathQueue.clear(); }
void DrawSpline() const;
inline bool IsPlaying() const { return !m_PathQueue.empty(); }
bool HasTrack(const CStrW& name) const;
inline bool IsActive() const { return m_Active; }
inline void SetActive(bool active) { m_Active=active; }
inline const std::map<CStrW, CCinemaPath>& GetAllPaths() { return m_Paths; }
void SetAllPaths( const std::map<CStrW, CCinemaPath>& tracks);
void SetCurrentPath(const CStrW& name, bool current, bool lines);
private:
bool m_Active, m_DrawCurrentSpline, m_DrawLines, m_ValidCurrent;
std::map<CStrW, CCinemaPath>::iterator m_CurrentPath;
std::map<CStrW, CCinemaPath> m_Paths;
std::list<CCinemaPath> m_PathQueue;
};
#endif

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@ -17,10 +17,13 @@
#include "precompiled.h"
#include "CinemaPath.h"
#include <string>
#include <sstream>
#include "lib/ogl.h"
#include "CinemaTrack.h"
#include "ps/Game.h"
#include "GameView.h"
#include "maths/MathUtil.h"
@ -257,92 +260,4 @@ bool CCinemaPath::Play(const float deltaRealTime)
MoveToPointAt( m_TimeElapsed / GetDuration(), GetNodeFraction(), m_PreviousRotation );
return true;
}
CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false), m_Active(true), m_ValidCurrent(false)
{
m_CurrentPath = m_Paths.end();
}
void CCinemaManager::AddPath(CCinemaPath path, const CStrW& name)
{
ENSURE( m_Paths.find( name ) == m_Paths.end() );
m_Paths[name] = path;
}
void CCinemaManager::QueuePath(const CStrW& name, bool queue )
{
if (!m_PathQueue.empty() && queue == false)
{
return;
}
else
{
ENSURE(HasTrack(name));
m_PathQueue.push_back(m_Paths[name]);
}
}
void CCinemaManager::OverridePath(const CStrW& name)
{
m_PathQueue.clear();
ENSURE(HasTrack(name));
m_PathQueue.push_back( m_Paths[name] );
}
void CCinemaManager::SetAllPaths( const std::map<CStrW, CCinemaPath>& paths)
{
CStrW name;
m_Paths = paths;
}
void CCinemaManager::SetCurrentPath(const CStrW& name, bool current, bool drawLines)
{
if ( !HasTrack(name) )
m_ValidCurrent = false;
else
m_ValidCurrent = true;
m_CurrentPath = m_Paths.find(name);
m_DrawCurrentSpline = current;
m_DrawLines = drawLines;
DrawSpline();
}
bool CCinemaManager::HasTrack(const CStrW& name) const
{
return m_Paths.find(name) != m_Paths.end();
}
void CCinemaManager::DrawSpline() const
{
if ( !(m_DrawCurrentSpline && m_ValidCurrent) )
return;
static const int smoothness = 200;
m_CurrentPath->second.DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
}
void CCinemaManager::MoveToPointAt(float time)
{
ENSURE(m_CurrentPath != m_Paths.end());
StopPlaying();
m_CurrentPath->second.m_TimeElapsed = time;
if ( !m_CurrentPath->second.Validate() )
return;
m_CurrentPath->second.MoveToPointAt(m_CurrentPath->second.m_TimeElapsed /
m_CurrentPath->second.GetDuration(), m_CurrentPath->second.GetNodeFraction(),
m_CurrentPath->second.m_PreviousRotation );
}
bool CCinemaManager::Update(const float deltaRealTime)
{
if (!m_PathQueue.front().Play(deltaRealTime))
{
m_PathQueue.pop_front();
return false;
}
return true;
}
}

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@ -16,8 +16,8 @@
*/
#ifndef INCLUDED_CINEMATRACK
#define INCLUDED_CINEMATRACK
#ifndef INCLUDED_CINEMAPATH
#define INCLUDED_CINEMAPATH
#include <list>
#include <map>
@ -121,45 +121,4 @@ public:
inline float GetTimescale() const { return m_Timescale; }
};
//Class for in game playing of cinematics. Should only be instantiated in CGameView.
class CCinemaManager
{
public:
CCinemaManager();
~CCinemaManager() {}
void AddPath(CCinemaPath path, const CStrW& name);
//Adds track to list of being played.
void QueuePath(const CStrW& name, bool queue);
void OverridePath(const CStrW& name); //clears track queue and replaces with 'name'
/**
* @param deltaRealTime Elapsed real time since the last frame.
*/
bool Update(const float deltaRealTime);
//These stop track play, and accept time, not ratio of time
void MoveToPointAt(float time);
inline void StopPlaying() { m_PathQueue.clear(); }
void DrawSpline() const;
inline bool IsPlaying() const { return !m_PathQueue.empty(); }
bool HasTrack(const CStrW& name) const;
inline bool IsActive() const { return m_Active; }
inline void SetActive(bool active) { m_Active=active; }
inline const std::map<CStrW, CCinemaPath>& GetAllPaths() { return m_Paths; }
void SetAllPaths( const std::map<CStrW, CCinemaPath>& tracks);
void SetCurrentPath(const CStrW& name, bool current, bool lines);
private:
bool m_Active, m_DrawCurrentSpline, m_DrawLines, m_ValidCurrent;
std::map<CStrW, CCinemaPath>::iterator m_CurrentPath;
std::map<CStrW, CCinemaPath> m_Paths;
std::list<CCinemaPath> m_PathQueue;
};
#endif

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@ -20,7 +20,7 @@
#include "GameView.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "graphics/ColladaManager.h"
#include "graphics/HFTracer.h"
#include "graphics/LOSTexture.h"
@ -258,7 +258,7 @@ public:
*/
CLightEnv CachedLightEnv;
CCinemaManager TrackManager;
CCinemaManager CinemaManager;
/**
* Entity for the camera to follow, or INVALID_ENTITY if none.
@ -395,7 +395,7 @@ CCamera* CGameView::GetCamera()
CCinemaManager* CGameView::GetCinema()
{
return &m->TrackManager;
return &m->CinemaManager;
};
CLOSTexture& CGameView::GetLOSTexture()
@ -626,9 +626,9 @@ void CGameView::Update(const float deltaRealTime)
if (!g_app_has_focus)
return;
if (m->TrackManager.IsActive() && m->TrackManager.IsPlaying())
if (m->CinemaManager.IsActive() && m->CinemaManager.IsPlaying())
{
if (! m->TrackManager.Update(deltaRealTime))
if (! m->CinemaManager.Update(deltaRealTime))
{
// ResetCamera();
}

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@ -20,7 +20,7 @@
#include "MapReader.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "graphics/Entity.h"
#include "graphics/GameView.h"
#include "graphics/MapGenerator.h"

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@ -18,7 +18,7 @@
#include "precompiled.h"
#include "Camera.h"
#include "CinemaTrack.h"
#include "CinemaManager.h"
#include "GameView.h"
#include "LightEnv.h"
#include "MapReader.h"

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@ -35,7 +35,7 @@
#include "lib/sysdep/os/win/wversion.h"
#endif
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaPath.h"
#include "graphics/FontMetrics.h"
#include "graphics/GameView.h"
#include "graphics/LightEnv.h"

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@ -27,7 +27,7 @@
#include "ps/Game.h"
#include "renderer/Renderer.h"
#include "graphics/GameView.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "ps/World.h"
#include "graphics/Terrain.h"

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@ -20,7 +20,7 @@
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "graphics/Camera.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "ps/Game.h"
#include "ps/CStr.h"

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@ -22,7 +22,7 @@
#include "../GameLoop.h"
#include "../View.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "gui/GUIManager.h"
#include "gui/GUI.h"

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@ -23,7 +23,7 @@
#include "ps/Game.h"
#include "graphics/GameView.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "simulation2/Simulation2.h"
namespace AtlasMessage {

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@ -24,7 +24,7 @@
#include "Messages.h"
#include "SimState.h"
#include "graphics/CinemaTrack.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "graphics/ParticleManager.h"
#include "graphics/SColor.h"