/* Copyright (C) 2009 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 "MessageHandler.h" #include "../GameLoop.h" #include "../CommandProc.h" #include "../ActorViewer.h" #include "../View.h" #include "graphics/GameView.h" #include "graphics/ObjectManager.h" #include "gui/GUIManager.h" #include "lib/external_libraries/sdl.h" #include "maths/MathUtil.h" #include "ps/CConsole.h" #include "ps/Game.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" namespace AtlasMessage { static bool g_IsInitialised = false; static bool g_DidInitSim; MESSAGEHANDLER(Init) { UNUSED2(msg); // Don't do anything if we're called multiple times if (g_IsInitialised) return; #if OS_LINUX || OS_MACOSX // 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) #endif ogl_Init(); g_Quickstart = true; int flags = INIT_HAVE_VMODE|INIT_NO_GUI; if (! msg->initsimulation) flags |= INIT_NO_SIM; Init(g_GameLoop->args, flags); g_DidInitSim = msg->initsimulation; // so we can shut down the right things later #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 g_IsInitialised = true; } MESSAGEHANDLER(Shutdown) { UNUSED2(msg); // Don't do anything if we're called multiple times if (! g_IsInitialised) return; // Empty the CommandProc, to get rid of its references to entities before // we kill the EntityManager GetCommandProc().Destroy(); View::DestroyViews(); g_GameLoop->view = View::GetView_None(); int flags = 0; if (! g_DidInitSim) flags |= INIT_NO_SIM; Shutdown(flags); g_IsInitialised = false; } QUERYHANDLER(Exit) { UNUSED2(msg); g_GameLoop->running = false; } MESSAGEHANDLER(RenderEnable) { g_GameLoop->view = View::GetView(msg->view); } MESSAGEHANDLER(SetViewParamB) { View* view = View::GetView(msg->view); view->SetParam(*msg->name, msg->value); } MESSAGEHANDLER(SetViewParamC) { View* view = View::GetView(msg->view); view->SetParam(*msg->name, msg->value); } 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. View::GetView_Actor()->GetActorViewer().SetActor(L"", L""); View::GetView_Actor()->GetActorViewer().UnloadObjects(); // vfs_reload_changed_files(); } View::GetView_Actor()->SetSpeedMultiplier(msg->speed); View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation); } ////////////////////////////////////////////////////////////////////////// MESSAGEHANDLER(SetCanvas) { g_GameLoop->glCanvas = msg->canvas; Atlas_GLSetCurrent(const_cast(g_GameLoop->glCanvas)); } MESSAGEHANDLER(ResizeScreen) { g_xres = msg->width; g_yres = msg->height; if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes if (g_yres <= 2) g_yres = 2; SViewPort vp = { 0, 0, g_xres, g_yres }; g_Renderer.SetViewport(vp); g_Renderer.Resize(g_xres, g_yres); g_GUI->UpdateResolution(); g_Console->UpdateScreenSize(g_xres, g_yres); } ////////////////////////////////////////////////////////////////////////// MESSAGEHANDLER(RenderStyle) { g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID); g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID); } }