#include "precompiled.h" #include "MessageHandler.h" #include "../GameLoop.h" #include "../CommandProc.h" #include "renderer/Renderer.h" #include "graphics/GameView.h" #include "gui/GUIbase.h" #include "gui/CGUI.h" #include "ps/CConsole.h" #include "ps/Game.h" #include "maths/MathUtil.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" namespace AtlasMessage { MESSAGEHANDLER(Init) { UNUSED2(msg); oglInit(); g_Quickstart = true; Init(g_GameLoop->argc, g_GameLoop->argv, INIT_HAVE_VMODE|INIT_NO_GUI); #if OS_WIN // HACK (to stop things looking very ugly when scrolling) - should // use proper config system. if(oglHaveExtension("WGL_EXT_swap_control")) pwglSwapIntervalEXT(1); #endif } MESSAGEHANDLER(Shutdown) { UNUSED2(msg); // Empty the CommandProc, to get rid of its references to entities before // we kill the EntityManager GetCommandProc().Destroy(); Shutdown(); g_GameLoop->rendering = false; } QUERYHANDLER(Exit) { UNUSED2(msg); g_GameLoop->running = false; } MESSAGEHANDLER(RenderEnable) { g_GameLoop->rendering = msg->enabled; } ////////////////////////////////////////////////////////////////////////// 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 }; if (g_Game) { g_Game->GetView()->GetCamera()->SetViewPort(&vp); g_Game->GetView()->GetCamera()->SetProjection (1, 5000, DEGTORAD(20)); } g_Renderer.SetViewport(vp); g_Renderer.Resize(g_xres, g_yres); if (g_Game) g_Game->GetView()->GetCamera()->UpdateFrustum(); 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); } }