0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

273 lines
7.5 KiB
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/* Copyright (C) 2022 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"
#include "../ActorViewer.h"
#include "../View.h"
#include "../InputProcessor.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "gui/GUIManager.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
#include "ps/Profile.h"
#include "ps/Profiler2.h"
#include "ps/Game.h"
#include "ps/VideoMode.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/backend/IDevice.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#if OS_WIN
// We don't include wutil header directly to prevent including Windows headers.
extern void wutil_SetAppWindow(void* hwnd);
#endif
namespace AtlasMessage
{
InputProcessor g_Input;
// This keeps track of the last in-game user input.
// It is used to throttle FPS to save CPU & GPU.
double last_user_activity;
// 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(InitAppWindow)
{
#if OS_WIN
wutil_SetAppWindow(msg->handle);
#else
UNUSED2(msg);
#endif
}
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).
// So, make sure it's loaded:
SDL_InitSubSystem(SDL_INIT_VIDEO);
// wxWidgets doesn't use a proper approach to dynamically load functions and
// doesn't provide GetProcAddr-like function. Technically we need to call
// SDL_GL_LoadLibrary inside GL device creation, but that might lead to a
// crash on Windows because of a wrong order of initialization between SDL
// and wxWidgets context management. So leave the call as is while it works.
// Refs:
// http://trac.wxwidgets.org/ticket/9213
// http://trac.wxwidgets.org/ticket/9215
if (SDL_GL_LoadLibrary(nullptr) && g_Logger)
LOGERROR("SDL failed to load GL library: '%s'", SDL_GetError());
}
MESSAGEHANDLER(InitGraphics)
{
UNUSED2(msg);
g_VideoMode.CreateBackendDevice(false);
g_VideoMode.GetBackendDevice()->OnWindowResize(g_xres, g_yres);
InitGraphics(g_AtlasGameLoop->args, g_InitFlags, {});
}
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);
}
MESSAGEHANDLER(SetViewParamS)
{
AtlasView* view = AtlasView::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.
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
}
QUERYHANDLER(RenderLoop)
{
{
const double time = timer_Time();
static double last_time = time;
const double realFrameLength = time-last_time;
last_time = time;
ENSURE(realFrameLength >= 0.0);
// TODO: filter out big jumps, e.g. when having done a lot of slow
// processing in the last frame
g_AtlasGameLoop->realFrameLength = realFrameLength;
}
if (g_Input.ProcessInput(g_AtlasGameLoop))
last_user_activity = timer_Time();
msg->timeSinceActivity = timer_Time() - last_user_activity;
ReloadChangedFiles();
RendererIncrementalLoad();
// Pump SDL events (e.g. hotkeys)
SDL_Event_ ev;
while (in_poll_priority_event(&ev))
in_dispatch_event(&ev);
if (g_GUI)
g_GUI->TickObjects();
g_AtlasGameLoop->view->Update(g_AtlasGameLoop->realFrameLength);
g_AtlasGameLoop->view->Render();
if (CProfileManager::IsInitialised())
g_Profiler.Frame();
msg->wantHighFPS = g_AtlasGameLoop->view->WantsHighFramerate();
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.GetSceneRenderer().SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.GetSceneRenderer().SetWaterRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.GetSceneRenderer().SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.GetSceneRenderer().SetOverlayRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
} // namespace AtlasMessage