0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp

205 lines
5.6 KiB
C++
Raw Normal View History

/* Copyright (C) 2019 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
#include "../ActorViewer.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/VideoMode.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
namespace AtlasMessage {
// see comment in GameLoop.cpp about ah_display_error before using INIT_HAVE_DISPLAY_ERROR
const int g_InitFlags = INIT_HAVE_VMODE|INIT_NO_GUI;
MESSAGEHANDLER(Init)
{
UNUSED2(msg);
g_Quickstart = true;
// Mount mods if there are any specified as command line parameters
if (!Init(g_AtlasGameLoop->args, g_InitFlags | INIT_MODS|INIT_MODS_PUBLIC))
{
// There are no mods specified on the command line,
// but there are in the config file, so mount those.
Shutdown(SHUTDOWN_FROM_CONFIG);
ENSURE(Init(g_AtlasGameLoop->args, g_InitFlags));
}
// Initialise some graphics state for Atlas.
// (This must be done after Init loads the config DB,
// but before the UI constructs its GL canvases.)
g_VideoMode.InitNonSDL();
}
MESSAGEHANDLER(InitSDL)
{
UNUSED2(msg);
// When using GLX (Linux), SDL has to load the GL library to find
// glXGetProcAddressARB before it can load any extensions.
// When running in Atlas, we skip the SDL video initialisation code
// which loads the library, and so SDL_GL_GetProcAddress fails (in
// ogl.cpp importExtensionFunctions).
// (TODO: I think this is meant to be context-independent, i.e. it
// doesn't matter that we're getting extensions from SDL-initialised
// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
// should be checked.)
// So, make sure it's loaded:
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_LoadLibrary(NULL); // NULL = use default
// (it shouldn't hurt if this is called multiple times, I think)
}
MESSAGEHANDLER(InitGraphics)
{
UNUSED2(msg);
ogl_Init();
InitGraphics(g_AtlasGameLoop->args, g_InitFlags, {});
#if OS_WIN
// HACK (to stop things looking very ugly when scrolling) - should
// use proper config system.
if(ogl_HaveExtension("WGL_EXT_swap_control"))
pwglSwapIntervalEXT(1);
#endif
}
MESSAGEHANDLER(Shutdown)
{
UNUSED2(msg);
// Empty the CommandProc, to get rid of its references to entities before
// we kill the EntityManager
GetCommandProc().Destroy();
AtlasView::DestroyViews();
g_AtlasGameLoop->view = AtlasView::GetView_None();
int flags = 0;
Shutdown(flags);
}
QUERYHANDLER(Exit)
{
UNUSED2(msg);
g_AtlasGameLoop->running = false;
}
MESSAGEHANDLER(RenderEnable)
{
g_AtlasGameLoop->view->SetEnabled(false);
g_AtlasGameLoop->view = AtlasView::GetView(msg->view);
g_AtlasGameLoop->view->SetEnabled(true);
}
MESSAGEHANDLER(SetViewParamB)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamI)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamC)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
}
MESSAGEHANDLER(SetViewParamS)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, *msg->value);
}
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 10:36:42 -07:00
MESSAGEHANDLER(SetActorViewer)
{
if (msg->flushcache)
{
// TODO EXTREME DANGER: this'll break horribly if any units remain
// in existence and use their actors after we've deleted all the actors.
// (The actor viewer currently only has one unit at a time, so it's
// alright.)
// Should replace this with proper actor hot-loading system, or something.
AtlasView::GetView_Actor()->GetActorViewer().SetActor(L"", "", -1);
AtlasView::GetView_Actor()->GetActorViewer().UnloadObjects();
// vfs_reload_changed_files();
}
AtlasView::GetView_Actor()->SetSpeedMultiplier(msg->speed);
AtlasView::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation, msg->playerID);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(SetCanvas)
{
// Need to set the canvas size before possibly doing any rendering,
// else we'll get GL errors when trying to render to 0x0
CVideoMode::UpdateRenderer(msg->width, msg->height);
g_AtlasGameLoop->glCanvas = msg->canvas;
Atlas_GLSetCurrent(const_cast<void*>(g_AtlasGameLoop->glCanvas));
}
MESSAGEHANDLER(ResizeScreen)
{
CVideoMode::UpdateRenderer(msg->width, msg->height);
#if OS_MACOSX
// OS X seems to require this to update the GL canvas
Atlas_GLSetCurrent(const_cast<void*>(g_AtlasGameLoop->glCanvas));
#endif
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetWaterRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
}