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An actor file, as referenced by the VisualActor, can now define different actors for different "quality level" setting. In this initial version, the quality is handled directly by the object manager. Actor format impact: - '<qualitylevels>' may be used as the root node, containing actor nodes as children. - such actor nodes can refer to a file, or to an inline actor, or simply be inlined. - such actor nodes may have a 'quality' attribute, specifying the maximum quality level of this actor. By default, 255 (the maximum) is implied. - The actor format remains valid, but 'groups', 'variants', 'material', 'castshadow' and 'float' can be given a [minquality, maxquality[ range via XML attributes. Outside of this range, the XML node is ignored (making it possible to define, in a single actor file, several quality levels). Quality is a 0-255 value, with: - Range 0-99 intended for lower level-of-detail actors (billboards, etc.) - Range 100-200 the 'normal' range for models. 100 is "low", 150 "medium", and 200 "high". - Range 201-255 used for higher quality actors that might be used for e.g. cinematics. The range is wide to make it easier to add intermediate levels in the future and it seemed easier given that an integer value of some kind was required anyways. Engine impacts: - A new CActorDef class is introduced, wrapping an art/actors XML file and its different quality levels. ObjectBase remains the definition of a given 'actor', now at a given quality level. - CActorDef imposes a maximal # of quality level for a particular actor definition (5 currently). - CUnit is made to refer to an Actor Definition explicitly, not a particular ObjectBase. - As a minor optimisation, variation keys are calculated on pointer-to-sets-of-selections, instead of raw sets-of-selections, as this reduces copying. - some refactoring, including better const-correctness and hotloading support via std::shared_ptr. Differential Revision: https://code.wildfiregames.com/D3787 This was SVN commit r25210.
106 lines
2.7 KiB
C++
106 lines
2.7 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_FIELDEDITCTRL
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#define INCLUDED_FIELDEDITCTRL
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class EditableListCtrl;
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class AtlasDialog;
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class FieldEditCtrl
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{
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friend class EditableListCtrl;
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public:
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virtual ~FieldEditCtrl() {};
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protected:
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virtual void StartEdit(wxWindow* parent, wxRect rect, long row, int col)=0;
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_Text : public FieldEditCtrl
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{
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_Color : public FieldEditCtrl
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{
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_Boolean : public FieldEditCtrl
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{
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_List : public FieldEditCtrl
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{
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public:
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// listType must remain valid at least until StartEdit has been called
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FieldEditCtrl_List(const char* listType);
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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private:
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const char* m_ListType;
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_Dialog : public FieldEditCtrl
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{
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public:
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FieldEditCtrl_Dialog(AtlasDialog* (*dialogCtor)(wxWindow*));
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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private:
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AtlasDialog* (*m_DialogCtor)(wxWindow*);
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};
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//////////////////////////////////////////////////////////////////////////
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class FieldEditCtrl_File : public FieldEditCtrl
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{
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public:
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// rootDir is relative to mods/*/, and must end with a /
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FieldEditCtrl_File(const wxString& rootDir, const wxString& fileMask);
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protected:
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void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
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private:
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wxString m_RootDir; // relative to mods/*/
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wxString m_FileMask;
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wxString m_RememberedDir;
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};
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#endif // INCLUDED_FIELDEDITCTRL
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