janwas
4663ac0fe7
the old debug_assert always ran and tested the expression, which slows down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new ASSERT behaves like assert and ENSURE like the old debug_assert. Let's change any time-critical but not-super-important ENSURE to ASSERT to speed up release builds. (already done in bits.h and unique_range.h) This was SVN commit r9362.
162 lines
4.3 KiB
C++
162 lines
4.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpSelectable.h"
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#include "ICmpPosition.h"
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#include "ICmpFootprint.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/helpers/Render.h"
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#include "graphics/Overlay.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "maths/Vector3D.h"
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#include "renderer/Scene.h"
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class CCmpSelectable : public ICmpSelectable
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Interpolate);
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componentManager.SubscribeToMessageType(MT_RenderSubmit);
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// TODO: it'd be nice if we didn't get these messages except in the rare
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// cases where we're actually drawing a selection highlight
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}
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DEFAULT_COMPONENT_ALLOCATOR(Selectable)
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SOverlayLine m_Overlay;
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CCmpSelectable()
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{
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m_Overlay.m_Thickness = 2;
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m_Overlay.m_Color = CColor(0, 0, 0, 0);
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}
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static std::string GetSchema()
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{
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return
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"<a:help>Allows this entity to be selected by the player.</a:help>"
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"<a:example/>"
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"<empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// Nothing to do here (the overlay object is not worth saving, it'll get
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// reconstructed by the GUI soon enough, I think)
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}
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virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& UNUSED(deserialize))
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{
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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if (m_Overlay.m_Color.a > 0)
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{
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float offset = static_cast<const CMessageInterpolate&> (msg).offset;
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ConstructShape(offset);
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}
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break;
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}
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case MT_RenderSubmit:
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{
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if (m_Overlay.m_Color.a > 0)
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{
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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}
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break;
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}
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}
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}
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virtual void SetSelectionHighlight(CColor color)
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{
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m_Overlay.m_Color = color;
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if (color.a == 0 && !m_Overlay.m_Coords.empty())
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{
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// Delete the overlay data to save memory (we don't want hundreds of bytes
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// times thousands of units when the selections are not being rendered any more)
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std::vector<float> empty;
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m_Overlay.m_Coords.swap(empty);
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ENSURE(m_Overlay.m_Coords.capacity() == 0);
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}
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// TODO: it'd be nice to fade smoothly (but quickly) from transparent to solid
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}
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void ConstructShape(float frameOffset)
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{
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CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId());
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if (cmpPosition.null())
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return;
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if (!cmpPosition->IsInWorld())
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return;
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float x, z, rotY;
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cmpPosition->GetInterpolatedPosition2D(frameOffset, x, z, rotY);
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CmpPtr<ICmpFootprint> cmpFootprint(GetSimContext(), GetEntityId());
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if (cmpFootprint.null())
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{
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// Default (this probably shouldn't happen) - just render an arbitrary-sized circle
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SimRender::ConstructCircleOnGround(GetSimContext(), x, z, 2.f, m_Overlay, cmpPosition->IsFloating());
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}
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else
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{
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ICmpFootprint::EShape shape;
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entity_pos_t size0, size1, height;
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cmpFootprint->GetShape(shape, size0, size1, height);
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if (shape == ICmpFootprint::SQUARE)
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SimRender::ConstructSquareOnGround(GetSimContext(), x, z, size0.ToFloat(), size1.ToFloat(), rotY, m_Overlay, cmpPosition->IsFloating());
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else
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SimRender::ConstructCircleOnGround(GetSimContext(), x, z, size0.ToFloat(), m_Overlay, cmpPosition->IsFloating());
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}
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}
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void RenderSubmit(SceneCollector& collector)
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{
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// (This is only called if a > 0)
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collector.Submit(&m_Overlay);
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}
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};
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REGISTER_COMPONENT_TYPE(Selectable)
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