0ad/source/simulation2/components/CCmpOverlayRenderer.cpp
phosit 891908b801 Remove UNUSED
The `UNUSED` macro is used to mark a variable as unused but with a name.
Those usages are replaced with comments so that `UNUSED` can be removed.

https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#Rf-unused
2025-06-26 17:25:05 +02:00

200 lines
6 KiB
C++

/* Copyright (C) 2025 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 "simulation2/system/Component.h"
#include "ICmpOverlayRenderer.h"
#include "ICmpPosition.h"
#include "ICmpRangeManager.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Overlay.h"
#include "graphics/TextureManager.h"
#include "renderer/Renderer.h"
#include "ps/CLogger.h"
#include "ps/Profile.h"
class CCmpOverlayRenderer final : public ICmpOverlayRenderer
{
public:
static void ClassInit(CComponentManager &componentManager)
{
componentManager.SubscribeToMessageType(MT_VisibilityChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
// Currently-enabled set of sprites
std::vector<SOverlaySprite> m_Sprites;
// For each entry in m_Sprites, store the offset of the sprite from the unit's position
// (so we can recompute the sprite position after the unit moves)
std::vector<CVector3D> m_SpriteOffsets;
// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
bool m_Enabled;
// NOT SAFE TO SERIALIZE - used to hide status bars/auras of entities invisible to the player.
// We also can't just deserialize it because annoyingly the range manager computes LOS data on deserialize...
LosVisibility m_VisibilityToCurrentPlayer = LosVisibility::VISIBLE;
// So to work around that, just store which player we saved this for last.
player_id_t m_LastStoredPlayerVisibility = INVALID_PLAYER;
static std::string GetSchema()
{
return "<empty/>";
}
void Init(const CParamNode&) override
{
}
void Deinit() override
{
}
void Serialize(ISerializer&) override
{
// TODO: should we do anything here?
// or should we expect other components to reinitialise us
// after deserialization?
}
void Deserialize(const CParamNode &paramNode, IDeserializer&) override
{
Init(paramNode);
}
void HandleMessage(const CMessage &msg, bool /*global*/) override
{
switch (msg.GetType())
{
case MT_Interpolate:
{
PROFILE("OverlayRenderer::Interpolate");
const CMessageInterpolate &msgData = static_cast<const CMessageInterpolate &>(msg);
Interpolate(msgData.deltaSimTime, msgData.offset);
break;
}
case MT_RenderSubmit:
{
PROFILE("OverlayRenderer::RenderSubmit");
const CMessageRenderSubmit &msgData = static_cast<const CMessageRenderSubmit &>(msg);
RenderSubmit(msgData.collector);
break;
}
case MT_VisibilityChanged:
{
const CMessageVisibilityChanged &msgData = static_cast<const CMessageVisibilityChanged &>(msg);
if (msgData.player == GetSimContext().GetCurrentDisplayedPlayer())
m_VisibilityToCurrentPlayer = static_cast<LosVisibility>(msgData.newVisibility);
break;
}
}
}
/*
* Must be called whenever the size of m_Sprites changes,
* to determine whether we need to respond to rendering messages.
*/
void UpdateMessageSubscriptions()
{
bool needRender = !m_Sprites.empty();
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needRender);
GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
}
void Reset() override
{
m_Sprites.clear();
m_SpriteOffsets.clear();
UpdateMessageSubscriptions();
}
void AddSprite(const VfsPath &textureName, const CFixedVector2D &corner0, const CFixedVector2D &corner1, const CFixedVector3D &position, const std::string &color) override
{
CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f);
if (!colorObj.ParseString(color, 1))
LOGERROR("OverlayRenderer: Error parsing '%s'", color);
CTextureProperties textureProps(textureName);
SOverlaySprite sprite;
sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
sprite.m_X0 = corner0.X.ToFloat();
sprite.m_Y0 = corner0.Y.ToFloat();
sprite.m_X1 = corner1.X.ToFloat();
sprite.m_Y1 = corner1.Y.ToFloat();
sprite.m_Color = colorObj;
m_Sprites.push_back(sprite);
m_SpriteOffsets.push_back(CVector3D(position));
UpdateMessageSubscriptions();
}
void Interpolate(float /*frameTime*/, float frameOffset)
{
// Recompute our visibility if needed.
if (m_LastStoredPlayerVisibility != GetSimContext().GetCurrentDisplayedPlayer())
{
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSystemEntity());
m_VisibilityToCurrentPlayer = static_cast<LosVisibility>(cmpRangeManager->GetLosVisibility(GetEntityHandle(), GetSimContext().GetCurrentDisplayedPlayer()));
m_LastStoredPlayerVisibility = GetSimContext().GetCurrentDisplayedPlayer();
}
// Skip all the following computations if we have no sprites
if (m_Sprites.empty() || m_VisibilityToCurrentPlayer == LosVisibility::HIDDEN)
{
m_Enabled = false;
return;
}
// Disable rendering of the unit if it has no position
CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
if (!cmpPosition || !cmpPosition->IsInWorld())
{
m_Enabled = false;
return;
}
// Find the precise position of the unit
CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset));
CVector3D position(transform.GetTranslation());
// Move all the sprites to the desired offset relative to the unit
for (size_t i = 0; i < m_Sprites.size(); ++i)
m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
m_Enabled = true;
}
void RenderSubmit(SceneCollector &collector)
{
if (!m_Enabled || !ICmpOverlayRenderer::m_OverrideVisible)
return;
for (size_t i = 0; i < m_Sprites.size(); ++i)
collector.Submit(&m_Sprites[i]);
}
};
REGISTER_COMPONENT_TYPE(OverlayRenderer)