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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-18 14:23:56 -07:00
Color: Moved SColor* structs into SColor.h, so they can be used without indirectly including CVector[34]D. Terrain: Added 'base colour', for the Actor Viewer to be able to modulate the colour of normally-white terrain. Removed some "using namespace std" (because it doesn't make the code easier to read, and it defeats the point of namespaces, and the rest of the code doesn't do it). This was SVN commit r4392.
144 lines
3.1 KiB
C++
144 lines
3.1 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "../ActorViewer.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/ObjectManager.h"
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#include "gui/CGUI.h"
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#include "gui/GUIbase.h"
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#include "lib/res/file/vfs.h"
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#include "maths/MathUtil.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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namespace AtlasMessage {
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static bool g_DidInitSim;
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MESSAGEHANDLER(Init)
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{
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UNUSED2(msg);
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oglInit();
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g_Quickstart = true;
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uint flags = INIT_HAVE_VMODE|INIT_NO_GUI;
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if (! msg->initsimulation)
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flags |= INIT_NO_SIM;
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Init(g_GameLoop->argc, g_GameLoop->argv, flags);
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g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
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#if OS_WIN
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// HACK (to stop things looking very ugly when scrolling) - should
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// use proper config system.
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if(oglHaveExtension("WGL_EXT_swap_control"))
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pwglSwapIntervalEXT(1);
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#endif
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}
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MESSAGEHANDLER(Shutdown)
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{
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UNUSED2(msg);
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// Empty the CommandProc, to get rid of its references to entities before
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// we kill the EntityManager
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GetCommandProc().Destroy();
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View::DestroyViews();
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g_GameLoop->view = View::GetView_None();
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uint flags = 0;
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if (! g_DidInitSim)
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flags |= INIT_NO_SIM;
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Shutdown(flags);
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}
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QUERYHANDLER(Exit)
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{
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UNUSED2(msg);
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g_GameLoop->running = false;
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}
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MESSAGEHANDLER(RenderEnable)
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{
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g_GameLoop->view = View::GetView(msg->view);
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}
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MESSAGEHANDLER(SetViewParamB)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetViewParamC)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetActorViewer)
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{
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if (msg->flushcache)
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{
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// TODO EXTREME DANGER: this'll break horribly if any units remain
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// in existence and use their actors after we've deleted all the actors.
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// (The actor viewer currently only has one unit at a time, so it's
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// alright.)
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// Should replace this with proper actor hot-loading system, or something.
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View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
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g_ObjMan.UnloadObjects();
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vfs_reload_changed_files();
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}
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View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
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View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(SetContext)
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{
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g_GameLoop->glContext = msg->context;
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Atlas_GLSetCurrent((void*)g_GameLoop->glContext);
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}
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MESSAGEHANDLER(ResizeScreen)
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{
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g_xres = msg->width;
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g_yres = msg->height;
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if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
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if (g_yres <= 2) g_yres = 2;
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.SetViewport(vp);
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g_Renderer.Resize(g_xres, g_yres);
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g_GUI.UpdateResolution();
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g_Console->UpdateScreenSize(g_xres, g_yres);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(RenderStyle)
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{
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g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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}
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}
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