/* Copyright (C) 2012 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 "ICmpOverlayRenderer.h" #include "ICmpPosition.h" #include "simulation2/MessageTypes.h" #include "graphics/Overlay.h" #include "graphics/TextureManager.h" #include "renderer/Renderer.h" class CCmpOverlayRenderer : public ICmpOverlayRenderer { public: static void ClassInit(CComponentManager& componentManager) { componentManager.SubscribeToMessageType(MT_Interpolate); componentManager.SubscribeToMessageType(MT_RenderSubmit); } DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer) // Currently-enabled set of sprites std::vector m_Sprites; // For each entry in m_Sprites, store the offset of the sprite from the unit's position // (so we can recompute the sprite position after the unit moves) std::vector m_SpriteOffsets; // Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit) bool m_Enabled; static std::string GetSchema() { return ""; } virtual void Init(const CParamNode& UNUSED(paramNode)) { } virtual void Deinit() { } virtual void Serialize(ISerializer& UNUSED(serialize)) { // TODO: should we do anything here? // or should we expect other components to reinitialise us // after deserialization? } virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize)) { Init(paramNode); } virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Interpolate: { const CMessageInterpolate& msgData = static_cast (msg); Interpolate(msgData.frameTime, msgData.offset); break; } case MT_RenderSubmit: { const CMessageRenderSubmit& msgData = static_cast (msg); RenderSubmit(msgData.collector); break; } } } virtual void Reset() { m_Sprites.clear(); m_SpriteOffsets.clear(); } virtual void AddSprite(VfsPath textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position) { CTextureProperties textureProps(textureName); SOverlaySprite sprite; sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps); sprite.m_X0 = corner0.X.ToFloat(); sprite.m_Y0 = corner0.Y.ToFloat(); sprite.m_X1 = corner1.X.ToFloat(); sprite.m_Y1 = corner1.Y.ToFloat(); m_Sprites.push_back(sprite); m_SpriteOffsets.push_back(CVector3D(position)); } void Interpolate(float UNUSED(frameTime), float frameOffset) { // Skip all the following computations if we have no sprites if (m_Sprites.empty()) { m_Enabled = false; return; } // Disable rendering of the unit if it has no position CmpPtr cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) { m_Enabled = false; return; } // Find the precise position of the unit CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset, false)); CVector3D position(transform.GetTranslation()); // Move all the sprites to the desired offset relative to the unit for (size_t i = 0; i < m_Sprites.size(); ++i) m_Sprites[i].m_Position = position + m_SpriteOffsets[i]; m_Enabled = true; } void RenderSubmit(SceneCollector& collector) { if (!m_Enabled) return; for (size_t i = 0; i < m_Sprites.size(); ++i) collector.Submit(&m_Sprites[i]); } }; REGISTER_COMPONENT_TYPE(OverlayRenderer)