#include "precompiled.h" #include "MessageHandler.h" #include "../MessagePasserImpl.h" #include "ps/GameSetup/Config.h" #include "ps/Util.h" #include "ps/Game.h" #include "graphics/GameView.h" #include "graphics/CinemaTrack.h" #include "renderer/Renderer.h" #include "ps/GameSetup/GameSetup.h" #include "../GameLoop.h" #include "../View.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->SetCurrentPath(*msg->path, false, false); const int w = msg->width, h = msg->height; { 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]; unsigned char* temp = new unsigned char[w*3]; int num_frames = msg->framerate * msg->duration; View::GetView_Game()->SaveState(L"cinema_record", true); // Set it to update the simulation at normal speed View::GetView_Game()->SetSpeedMultiplier(1.f); for (int frame = 0; frame < num_frames; ++frame) { View::GetView_Game()->Update(1.f / msg->framerate); manager->MoveToPointAt((float)frame/msg->framerate); Render(); Atlas_GLSwapBuffers((void*)g_GameLoop->glCanvas); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img); // Swap the rows around, else the image will be upside down //* // TODO: BGR24 output doesn't need flipping, YUV420 and RGBA32 do 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); } // Pause the game once we've finished View::GetView_Game()->SetSpeedMultiplier(0.f); View::GetView_Game()->RestoreState(L"cinema_record"); // TODO: delete the saved state now that we don't need it any more delete[] img; delete[] temp; // 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); } MESSAGEHANDLER(SimStateSave) { View::GetView_Game()->SaveState(*msg->label, msg->onlyentities); } MESSAGEHANDLER(SimStateRestore) { View::GetView_Game()->RestoreState(*msg->label); } MESSAGEHANDLER(SimPlay) { View::GetView_Game()->SetSpeedMultiplier(msg->speed); } MESSAGEHANDLER(JavaScript) { g_ScriptingHost.ExecuteScript(*msg->command, L"Atlas"); } }