0ad/source/tools/atlas/GameInterface/View.cpp
Ykkrosh b6c1022566 # Improved actor-viewer tool (more viewing controls, support for random actor variations)
Also right-click-and-drag to rotate the camera vertically.
Fixed LookAt code (the algorithm in the gluLookAt man page seems to be
wrong).

This was SVN commit r4394.
2006-09-27 16:54:23 +00:00

210 lines
4.2 KiB
C++

#include "precompiled.h"
#include "View.h"
#include "ActorViewer.h"
#include "GameLoop.h"
#include "Messages.h"
#include "graphics/SColor.h"
#include "graphics/UnitManager.h"
#include "renderer/Renderer.h"
#include "ps/Game.h"
#include "ps/GameSetup/GameSetup.h"
#include "simulation/EntityManager.h"
#include "simulation/Simulation.h"
extern void (*Atlas_GLSwapBuffers)(void* context);
extern int g_xres, g_yres;
//////////////////////////////////////////////////////////////////////////
void View::SetParam(const std::wstring& UNUSED(name), bool UNUSED(value))
{
}
void View::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Colour& UNUSED(value))
{
}
//////////////////////////////////////////////////////////////////////////
ViewActor::ViewActor()
: m_SpeedMultiplier(1.f), m_ActorViewer(new ActorViewer())
{
}
ViewActor::~ViewActor()
{
delete m_ActorViewer;
}
void ViewActor::Update(float frameLength)
{
m_ActorViewer->Update(frameLength * m_SpeedMultiplier);
}
void ViewActor::Render()
{
SViewPort vp = { 0, 0, g_xres, g_yres };
CCamera& camera = GetCamera();
camera.SetViewPort(&vp);
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
camera.UpdateFrustum();
m_ActorViewer->Render();
Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
}
CCamera& ViewActor::GetCamera()
{
return m_Camera;
}
CUnit* ViewActor::GetUnit(AtlasMessage::ObjectID UNUSED(id))
{
return m_ActorViewer->GetUnit();
}
bool ViewActor::WantsHighFramerate()
{
if (m_SpeedMultiplier != 0.f && m_ActorViewer->HasAnimation())
return true;
return false;
}
void ViewActor::SetSpeedMultiplier(float speed)
{
m_SpeedMultiplier = speed;
}
ActorViewer& ViewActor::GetActorViewer()
{
return *m_ActorViewer;
}
void ViewActor::SetParam(const std::wstring& name, bool value)
{
if (name == L"wireframe")
{
g_Renderer.SetModelRenderMode(value ? WIREFRAME : SOLID);
}
else if (name == L"walk")
{
m_ActorViewer->SetWalkEnabled(value);
}
}
void ViewActor::SetParam(const std::wstring& name, const AtlasMessage::Colour& value)
{
if (name == L"background")
{
m_ActorViewer->SetBackgroundColour(SColor4ub(value.r, value.g, value.b, 255));
}
}
//////////////////////////////////////////////////////////////////////////
namespace AtlasMessage
{
extern void AtlasRenderSelection();
}
ViewGame::ViewGame()
{
debug_assert(g_Game);
}
void ViewGame::Update(float frameLength)
{
g_EntityManager.updateAll(0);
g_Game->GetSimulation()->Update(0.0);
if (g_Game->GetView()->GetCinema()->IsPlaying())
g_Game->GetView()->GetCinema()->Update(frameLength);
}
void ViewGame::Render()
{
SViewPort vp = { 0, 0, g_xres, g_yres };
CCamera& camera = GetCamera();
camera.SetViewPort(&vp);
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
camera.UpdateFrustum();
::Render();
AtlasMessage::AtlasRenderSelection();
Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
}
CCamera& ViewGame::GetCamera()
{
return *g_Game->GetView()->GetCamera();
}
CUnit* ViewGame::GetUnit(AtlasMessage::ObjectID id)
{
return g_UnitMan.FindByID(id);
}
bool ViewGame::WantsHighFramerate()
{
if (g_Game->GetView()->GetCinema()->IsPlaying())
return true;
return false;
}
//////////////////////////////////////////////////////////////////////////
ViewNone* view_None = NULL;
ViewGame* view_Game = NULL;
ViewActor* view_Actor = NULL;
View::~View()
{
}
View* View::GetView(int /*eRenderView*/ view)
{
if (view == AtlasMessage::eRenderView::NONE) return View::GetView_None();
else if (view == AtlasMessage::eRenderView::GAME) return View::GetView_Game();
else if (view == AtlasMessage::eRenderView::ACTOR) return View::GetView_Actor();
else
{
debug_warn("Invalid view type");
return View::GetView_None();
}
}
View* View::GetView_None()
{
if (! view_None)
view_None = new ViewNone();
return view_None;
}
ViewGame* View::GetView_Game()
{
if (! view_Game)
view_Game = new ViewGame();
return view_Game;
}
ViewActor* View::GetView_Actor()
{
if (! view_Actor)
view_Actor = new ViewActor();
return view_Actor;
}
void View::DestroyViews()
{
delete view_None; view_None = NULL;
delete view_Game; view_Game = NULL;
delete view_Actor; view_Actor = NULL;
}