#include "precompiled.h" #include "MessageHandler.h" #include "../MessagePasserImpl.h" #include "ps/GameSetup/Config.h" #include "ps/Util.h" #include "ps/Game.h" #include "renderer/Renderer.h" #include "ps/GameSetup/GameSetup.h" #include "../GameLoop.h" extern void (*Atlas_GLSwapBuffers)(void* context); namespace AtlasMessage { MESSAGEHANDLER(MessageTrace) { ((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable); } MESSAGEHANDLER(Screenshot) { // TODO: allow non-big screenshots too WriteBigScreenshot("bmp", msg->tiles); } QUERYHANDLER(CinemaRecord) { CCinemaManager* manager = g_Game->GetView()->GetCinema(); manager->SetCurrentTrack(*msg->track, false, false, false); const int w = 640, h = 480; { g_Renderer.Resize(w, h); SViewPort vp = { 0, 0, w, h }; g_Game->GetView()->GetCamera()->SetViewPort(&vp); g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV); } unsigned char* img = new unsigned char [w*h*3]; int num_frames = msg->framerate * msg->duration; for (int frame = 0; frame < num_frames; ++frame) { manager->MoveToPointAbsolute((float)frame/msg->framerate); Render(); Atlas_GLSwapBuffers((void*)g_GameLoop->glContext); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img); // Swap the rows around, else the image will be upside down char temp[w*3]; for (int y = 0; y < h/2; ++y) { memcpy2(temp, &img[y*w*3], w*3); memcpy2(&img[y*w*3], &img[(h-1-y)*w*3], w*3); memcpy2(&img[(h-1-y)*w*3], temp, w*3); } // Call the user-supplied function with this data, so they can // store it as a video sCinemaRecordCB cbdata = { img }; msg->cb.Call(cbdata); } delete[] img; // Restore viewport { g_Renderer.Resize(g_xres, g_yres); SViewPort vp = { 0, 0, g_xres, g_yres }; g_Game->GetView()->GetCamera()->SetViewPort(&vp); g_Game->GetView()->GetCamera()->SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV); } } QUERYHANDLER(Ping) { UNUSED2(msg); } }