/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "simulation2/system/Component.h" #include "ICmpWaterManager.h" #include "graphics/RenderableObject.h" #include "graphics/Terrain.h" #include "renderer/Renderer.h" #include "renderer/WaterManager.h" class CCmpWaterManager : public ICmpWaterManager { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_RenderSubmit); } DEFAULT_COMPONENT_ALLOCATOR(WaterManager) // Dynamic state: entity_pos_t m_WaterHeight; static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { SetWaterLevel(entity_pos_t::FromInt(5)); } virtual void Deinit() { } virtual void Serialize(ISerializer& serialize) { serialize.NumberFixed_Unbounded("height", m_WaterHeight); } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) { Init(paramNode); deserialize.NumberFixed_Unbounded("height", m_WaterHeight); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_RenderSubmit: { // Don't actually do rendering here, but tell the renderer how to draw water if (CRenderer::IsInitialised()) g_Renderer.GetWaterManager()->m_WaterHeight = m_WaterHeight.ToFloat(); break; } } } virtual void SetWaterLevel(entity_pos_t h) { m_WaterHeight = h; // Tell the terrain it'll need to recompute its cached render data GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES); } virtual entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) { return m_WaterHeight; } virtual float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) { return m_WaterHeight.ToFloat(); } }; REGISTER_COMPONENT_TYPE(WaterManager)