forked from 0ad/0ad
janwas
4be0fe18a0
. major compat fixes for interoperation with wxw. . add crashlog_sender (modified version of debgrpt wxw sample). compiles but untested, will be changed heavily further improvements: . wposix no longer declares CRT functions. instead, use CRT headers.. but don't allow their (incorrect/non-POSIX) declarations to propagate to users. . split up win.cpp into wstartup, wutil, winit . extern "C" -> EXTERN_C . move sdl.* to lib/external_libraries and add png.h+zlib.h (fixes for and include of the library) This was SVN commit r5028.
163 lines
4.0 KiB
C++
163 lines
4.0 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "../ActorViewer.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/ObjectManager.h"
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#include "gui/CGUI.h"
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#include "gui/GUIbase.h"
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#include "lib/res/file/vfs.h"
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#include "lib/external_libraries/sdl.h"
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#include "maths/MathUtil.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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namespace AtlasMessage {
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static bool g_DidInitSim;
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MESSAGEHANDLER(Init)
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{
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UNUSED2(msg);
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#if OS_LINUX
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// When using GLX (Linux), SDL has to load the GL library to find
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// glXGetProcAddressARB before it can load any extensions.
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// When running in Atlas, we skip the SDL video initialisation code
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// which loads the library, and so SDL_GL_GetProcAddress fails (in
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// ogl.cpp importExtensionFunctions).
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// (TODO: I think this is meant to be context-independent, i.e. it
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// doesn't matter that we're getting extensions from SDL-initialised
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// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
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// should be checked.)
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// So, make sure it's loaded:
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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SDL_GL_LoadLibrary(NULL); // NULL = use default
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// (it shouldn't hurt if this is called multiple times, I think)
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#endif
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ogl_Init();
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g_Quickstart = true;
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uint flags = INIT_HAVE_VMODE|INIT_NO_GUI;
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if (! msg->initsimulation)
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flags |= INIT_NO_SIM;
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Init(g_GameLoop->args, flags);
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g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
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#if OS_WIN
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// HACK (to stop things looking very ugly when scrolling) - should
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// use proper config system.
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if(ogl_HaveExtension("WGL_EXT_swap_control"))
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pwglSwapIntervalEXT(1);
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#endif
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}
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MESSAGEHANDLER(Shutdown)
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{
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UNUSED2(msg);
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// Empty the CommandProc, to get rid of its references to entities before
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// we kill the EntityManager
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GetCommandProc().Destroy();
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View::DestroyViews();
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g_GameLoop->view = View::GetView_None();
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uint flags = 0;
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if (! g_DidInitSim)
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flags |= INIT_NO_SIM;
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Shutdown(flags);
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}
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QUERYHANDLER(Exit)
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{
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UNUSED2(msg);
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g_GameLoop->running = false;
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}
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MESSAGEHANDLER(RenderEnable)
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{
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g_GameLoop->view = View::GetView(msg->view);
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}
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MESSAGEHANDLER(SetViewParamB)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetViewParamC)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetActorViewer)
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{
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if (msg->flushcache)
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{
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// TODO EXTREME DANGER: this'll break horribly if any units remain
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// in existence and use their actors after we've deleted all the actors.
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// (The actor viewer currently only has one unit at a time, so it's
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// alright.)
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// Should replace this with proper actor hot-loading system, or something.
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View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
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View::GetView_Actor()->GetActorViewer().UnloadObjects();
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vfs_reload_changed_files();
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}
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View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
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View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(SetCanvas)
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{
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g_GameLoop->glCanvas = msg->canvas;
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printf("Setting gl canvas to %p\n", g_GameLoop->glCanvas);
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Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
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}
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MESSAGEHANDLER(ResizeScreen)
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{
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g_xres = msg->width;
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g_yres = msg->height;
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if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
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if (g_yres <= 2) g_yres = 2;
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.SetViewport(vp);
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g_Renderer.Resize(g_xres, g_yres);
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g_GUI.UpdateResolution();
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g_Console->UpdateScreenSize(g_xres, g_yres);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(RenderStyle)
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{
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g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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}
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}
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