0ad/source/tools/atlas/GameInterface/View.cpp
Ykkrosh 2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
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.
2006-09-26 01:44:20 +00:00

198 lines
4 KiB
C++

#include "precompiled.h"
#include "View.h"
#include "ActorViewer.h"
#include "GameLoop.h"
#include "Messages.h"
#include "graphics/SColor.h"
#include "renderer/Renderer.h"
#include "ps/Game.h"
#include "ps/GameSetup/GameSetup.h"
#include "simulation/EntityManager.h"
#include "simulation/Simulation.h"
extern void (*Atlas_GLSwapBuffers)(void* context);
extern int g_xres, g_yres;
//////////////////////////////////////////////////////////////////////////
void View::SetParam(const std::wstring& UNUSED(name), bool UNUSED(value))
{
}
void View::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Colour& UNUSED(value))
{
}
//////////////////////////////////////////////////////////////////////////
ViewActor::ViewActor()
: m_SpeedMultiplier(1.f), m_ActorViewer(new ActorViewer())
{
}
ViewActor::~ViewActor()
{
delete m_ActorViewer;
}
void ViewActor::Update(float frameLength)
{
m_ActorViewer->Update(frameLength * m_SpeedMultiplier);
}
void ViewActor::Render()
{
SViewPort vp = { 0, 0, g_xres, g_yres };
CCamera& camera = GetCamera();
camera.SetViewPort(&vp);
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
camera.UpdateFrustum();
m_ActorViewer->Render();
Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
}
CCamera& ViewActor::GetCamera()
{
return m_Camera;
}
bool ViewActor::WantsHighFramerate()
{
if (m_SpeedMultiplier != 0.f && m_ActorViewer->HasAnimation())
return true;
return false;
}
void ViewActor::SetSpeedMultiplier(float speed)
{
m_SpeedMultiplier = speed;
}
ActorViewer& ViewActor::GetActorViewer()
{
return *m_ActorViewer;
}
void ViewActor::SetParam(const std::wstring& name, bool value)
{
if (name == L"wireframe")
{
g_Renderer.SetModelRenderMode(value ? WIREFRAME : SOLID);
}
else if (name == L"walk")
{
m_ActorViewer->SetWalkEnabled(value);
}
}
void ViewActor::SetParam(const std::wstring& name, const AtlasMessage::Colour& value)
{
if (name == L"background")
{
m_ActorViewer->SetBackgroundColour(SColor4ub(value.r, value.g, value.b, 255));
}
}
//////////////////////////////////////////////////////////////////////////
namespace AtlasMessage
{
extern void AtlasRenderSelection();
}
ViewGame::ViewGame()
{
debug_assert(g_Game);
}
void ViewGame::Update(float frameLength)
{
g_EntityManager.updateAll(0);
g_Game->GetSimulation()->Update(0.0);
if (g_Game->GetView()->GetCinema()->IsPlaying())
g_Game->GetView()->GetCinema()->Update(frameLength);
}
void ViewGame::Render()
{
SViewPort vp = { 0, 0, g_xres, g_yres };
CCamera& camera = GetCamera();
camera.SetViewPort(&vp);
camera.SetProjection(CGameView::defaultNear, CGameView::defaultFar, CGameView::defaultFOV);
camera.UpdateFrustum();
::Render();
AtlasMessage::AtlasRenderSelection();
Atlas_GLSwapBuffers((void*)g_GameLoop->glContext);
}
CCamera& ViewGame::GetCamera()
{
return *g_Game->GetView()->GetCamera();
}
bool ViewGame::WantsHighFramerate()
{
if (g_Game->GetView()->GetCinema()->IsPlaying())
return true;
return false;
}
//////////////////////////////////////////////////////////////////////////
ViewNone* view_None = NULL;
ViewGame* view_Game = NULL;
ViewActor* view_Actor = NULL;
View::~View()
{
}
View* View::GetView(int /*eRenderView*/ view)
{
if (view == AtlasMessage::eRenderView::NONE) return View::GetView_None();
else if (view == AtlasMessage::eRenderView::GAME) return View::GetView_Game();
else if (view == AtlasMessage::eRenderView::ACTOR) return View::GetView_Actor();
else
{
debug_warn("Invalid view type");
return View::GetView_None();
}
}
View* View::GetView_None()
{
if (! view_None)
view_None = new ViewNone();
return view_None;
}
ViewGame* View::GetView_Game()
{
if (! view_Game)
view_Game = new ViewGame();
return view_Game;
}
ViewActor* View::GetView_Actor()
{
if (! view_Actor)
view_Actor = new ViewActor();
return view_Actor;
}
void View::DestroyViews()
{
delete view_None; view_None = NULL;
delete view_Game; view_Game = NULL;
delete view_Actor; view_Actor = NULL;
}