0ad/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
Ralph Sennhauser 9388692a47
Add bird view to Atlas
Fixes: #2657
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:54:01 +02:00

1191 lines
34 KiB
C++

/* Copyright (C) 2026 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 "ScenarioEditor.h"
#include "tools/atlas/AtlasObject/AtlasObject.h"
#include "tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.h"
#include "tools/atlas/AtlasUI/CustomControls/Canvas/Canvas.h"
#include "tools/atlas/AtlasUI/CustomControls/FileHistory/FileHistory.h"
#include "tools/atlas/AtlasUI/CustomControls/HighResTimer/HighResTimer.h"
#include "tools/atlas/AtlasUI/CustomControls/MapDialog/MapDialog.h"
#include "tools/atlas/AtlasUI/General/AtlasWindowCommandProc.h"
#include "tools/atlas/AtlasUI/General/Datafile.h"
#include "tools/atlas/AtlasUI/General/Observable.h"
#include "tools/atlas/AtlasUI/Misc/DLLInterface.h"
#include "tools/atlas/AtlasUI/Misc/KeyMap.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/MiscState.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
#include "tools/atlas/GameInterface/MessagePasser.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <cstddef>
#include <string>
#include <utility>
#include <wx/busyinfo.h>
#include <wx/chartype.h>
#include <wx/clipbrd.h>
#include <wx/config.h>
#include <wx/dataobj.h>
#include <wx/datetime.h>
#include <wx/debug.h>
#include <wx/ffile.h>
#include <wx/filedlg.h>
#include <wx/filefn.h>
#include <wx/filename.h>
#include <wx/gdicmn.h>
#include <wx/glcanvas.h>
#include <wx/imagbmp.h>
#include <wx/image.h>
#include <wx/imagpng.h>
#include <wx/log.h>
#include <wx/menu.h>
#include <wx/msgdlg.h>
#include <wx/sstream.h>
#include <wx/sysopt.h>
#include <wx/textdlg.h>
#include <wx/toolbar.h>
#include <wx/tooltip.h>
#include <wx/toplevel.h>
#include <wx/translation.h>
#include <wx/utils.h>
#include <wx/xml/xml.h>
class wxInputStream;
class wxWindow;
#include <array>
static HighResTimer g_Timer;
/**
* wxWidgets only registers the double click on mousedown.
*/
static int g_Clicks = 1;
using namespace AtlasMessage;
enum TIMER_TYPE
{
TIMER_TOOL,
TIMER_RENDER
};
const int TIMER_TOOL_INTERVAL = 16;
const int TIMER_RENDER_INTERVAL = 16;
const int TIMER_RENDER_SLOW_INTERVAL = 200;
// This records the last activity on the WX side.
double last_wx_user_activity = 0.0;
//////////////////////////////////////////////////////////////////////////
// GL functions exported from DLL, and called by game (in a separate
// thread to the standard wx one)
ATLASDLLIMPEXP void Atlas_GLSetCurrent(void* canvas)
{
static_cast<Canvas*>(canvas)->SetCurrent();
}
ATLASDLLIMPEXP void Atlas_GLSwapBuffers(void* canvas)
{
static_cast<Canvas*>(canvas)->SwapBuffers();
}
//////////////////////////////////////////////////////////////////////////
class GameCanvas : public Canvas
{
public:
GameCanvas(ScenarioEditor& scenarioEditor, wxWindow* parent, int* attribList)
: Canvas(parent, attribList, wxWANTS_CHARS),
m_ScenarioEditor(scenarioEditor), m_MouseState(NONE), m_LastMouseState(NONE)
{
}
private:
void SetScrolling(int dir, float speed, bool enable)
{
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, dir, enable ? speed : 0.0f));
}
bool KeyScroll(wxKeyEvent& evt, bool enable)
{
static std::array<bool, 6> scrolling{};
switch (evt.GetKeyCode())
{
case 'A': case WXK_LEFT: std::get<0>(scrolling) = enable; break;
case 'D': case WXK_RIGHT: std::get<1>(scrolling) = enable; break;
case 'W': case WXK_UP: std::get<2>(scrolling) = enable; break;
case 'S': case WXK_DOWN: std::get<3>(scrolling) = enable; break;
case 'Q': case '[': std::get<4>(scrolling) = enable; break;
case 'E': case ']': std::get<5>(scrolling) = enable; break;
// Modifier keys changing speed and therefore requiring update.
case WXK_SHIFT: case WXK_CONTROL: break;
default: return false;
}
float speed = 120.f * ScenarioEditor::GetSpeedModifier();
SetScrolling(eScrollConstantDir::LEFT, speed, std::get<0>(scrolling));
SetScrolling(eScrollConstantDir::RIGHT, speed, std::get<1>(scrolling));
SetScrolling(eScrollConstantDir::FORWARDS, speed, std::get<2>(scrolling));
SetScrolling(eScrollConstantDir::BACKWARDS, speed, std::get<3>(scrolling));
SetScrolling(eScrollConstantDir::CLOCKWISE, speed, std::get<4>(scrolling));
SetScrolling(eScrollConstantDir::ANTICLOCKWISE, speed, std::get<5>(scrolling));
return true;
}
void OnKeyDown(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_DOWN))
{
// Key event has been handled by the tool, so don't try
// to use it for camera motion too
last_wx_user_activity = g_Timer.GetTime();
return;
}
if (KeyScroll(evt, true))
return;
if (evt.GetKeyCode() == 'B')
{
POST_MESSAGE(ToggleBirdsEyeView, ());
return;
}
POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), true));
evt.Skip();
}
void OnKeyUp(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_UP))
{
last_wx_user_activity = g_Timer.GetTime();
return;
}
if (KeyScroll(evt, false))
return;
POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), false));
evt.Skip();
}
void OnChar(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_CHAR))
{
last_wx_user_activity = g_Timer.GetTime();
return;
}
// Alt+enter toggles fullscreen
if (evt.GetKeyCode() == WXK_RETURN && wxGetKeyState(WXK_ALT))
{
if (m_ScenarioEditor.IsFullScreen())
m_ScenarioEditor.ShowFullScreen(false);
else
m_ScenarioEditor.ShowFullScreen(true, wxFULLSCREEN_NOBORDER | wxFULLSCREEN_NOCAPTION);
return;
}
if (evt.GetKeyCode() == 'c')
{
POST_MESSAGE(CameraReset, ());
last_wx_user_activity = g_Timer.GetTime();
return;
}
int dir = 0;
if (evt.GetKeyCode() == '-' || evt.GetKeyCode() == '_')
dir = -1;
else if (evt.GetKeyCode() == '+' || evt.GetKeyCode() == '=')
dir = +1;
// TODO: internationalisation (-/_ and +/= don't always share a key)
if (dir)
{
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, speed*dir));
}
else
{
// Slight hack: Only pass 'alphanumeric' keys; special keys will generate a KeyDown/KeyUp event instead
if (evt.GetKeyCode() >= 33 && evt.GetKeyCode() <= 126)
POST_MESSAGE(GuiCharEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey()));
evt.Skip();
}
}
void OnKillFocus(wxFocusEvent& evt)
{
// Stop any scrolling, since otherwise we'll carry on forever if
// we lose focus and the KeyUp events go to a different window
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::CLOCKWISE, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::ANTICLOCKWISE, 0.0f));
evt.Skip();
}
virtual void HandleMouseEvent(wxMouseEvent& evt)
{
// TODO or at least to think about: When using other controls in the
// editor, it's annoying that keyboard/scrollwheel no longer navigate
// around the world until you click on it.
// Setting focus back whenever the mouse moves over the GL window
// feels like a fairly natural solution to me, since I can use
// e.g. brush-editing controls normally, and then move the mouse to
// see the brush outline and magically get given back full control
// of the camera.
if (evt.Moving())
SetFocus();
// Refresh on any mouse event, including just moving the mouse around.
last_wx_user_activity = g_Timer.GetTime();
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnMouse(evt))
{
// Mouse event has been handled by the tool, so don't try
// to use it for camera motion too
return;
}
// Global mouse event handlers (for camera motion)
if (evt.GetWheelRotation())
{
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
}
else
{
if (evt.MiddleIsDown())
{
if (wxGetKeyState(WXK_CONTROL) || evt.RightIsDown())
m_MouseState = ROTATEAROUND;
else
m_MouseState = SCROLL;
}
else
m_MouseState = NONE;
if (m_MouseState != m_LastMouseState)
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::FROM, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::FROM, evt.GetPosition())); break;
default: wxFAIL;
}
m_LastMouseState = m_MouseState;
}
else if (evt.Dragging())
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::TO, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::TO, evt.GetPosition())); break;
default: wxFAIL;
}
}
}
// Button down and double click appear to be mutually exclusive events,
// meaning a second button down event is not sent before a double click
if (evt.ButtonDown() || evt.ButtonDClick())
{
g_Clicks = evt.ButtonDClick() ? 2 : 1;
POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), true, evt.GetPosition(), g_Clicks));
}
else if (evt.ButtonUp())
POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), false, evt.GetPosition(), g_Clicks));
else if (evt.GetEventType() == wxEVT_MOTION)
POST_MESSAGE(GuiMouseMotionEvent, (evt.GetPosition()));
}
enum { NONE, SCROLL, ROTATEAROUND };
int m_MouseState, m_LastMouseState;
ScenarioEditor& m_ScenarioEditor;
DECLARE_EVENT_TABLE();
};
BEGIN_EVENT_TABLE(GameCanvas, Canvas)
EVT_KEY_DOWN(GameCanvas::OnKeyDown)
EVT_KEY_UP(GameCanvas::OnKeyUp)
EVT_CHAR(GameCanvas::OnChar)
EVT_KILL_FOCUS(GameCanvas::OnKillFocus)
END_EVENT_TABLE()
//////////////////////////////////////////////////////////////////////////
enum
{
ID_Quit = 1,
ID_New,
ID_Open,
ID_Save,
ID_SaveAs,
ID_ImportHeightmap,
ID_Copy,
ID_Paste,
ID_Wireframe,
ID_MessageTrace,
ID_Screenshot,
ID_BigScreenshot,
ID_JavaScript,
ID_CameraReset,
ID_DumpState,
ID_DumpBinaryState,
ID_Manual,
ID_ReportBug,
ID_Toolbar // must be last in the list
};
BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
EVT_CLOSE(ScenarioEditor::OnClose)
EVT_TIMER(wxID_ANY, ScenarioEditor::OnTimer)
EVT_MENU(ID_New, ScenarioEditor::OnNew)
EVT_MENU(ID_Open, ScenarioEditor::OnOpen)
EVT_MENU(ID_Save, ScenarioEditor::OnSave)
EVT_MENU(ID_SaveAs, ScenarioEditor::OnSaveAs)
EVT_MENU(ID_ImportHeightmap, ScenarioEditor::OnImportHeightmap)
EVT_MENU_RANGE(wxID_FILE1, wxID_FILE9, ScenarioEditor::OnMRUFile)
EVT_MENU(ID_Quit, ScenarioEditor::OnQuit)
EVT_MENU(wxID_UNDO, ScenarioEditor::OnUndo)
EVT_MENU(wxID_REDO, ScenarioEditor::OnRedo)
EVT_MENU(ID_Copy, ScenarioEditor::OnCopy)
EVT_MENU(ID_Paste, ScenarioEditor::OnPaste)
EVT_MENU(ID_Wireframe, ScenarioEditor::OnWireframe)
EVT_MENU(ID_MessageTrace, ScenarioEditor::OnMessageTrace)
EVT_MENU(ID_Screenshot, ScenarioEditor::OnScreenshot)
EVT_MENU(ID_BigScreenshot, ScenarioEditor::OnScreenshot)
EVT_MENU(ID_JavaScript, ScenarioEditor::OnJavaScript)
EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
EVT_MENU(ID_DumpState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_DumpBinaryState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_Manual, ScenarioEditor::OnHelp)
EVT_MENU(ID_ReportBug, ScenarioEditor::OnHelp)
EVT_MENU_OPEN(ScenarioEditor::OnMenuOpen)
EVT_IDLE(ScenarioEditor::OnIdle)
END_EVENT_TABLE()
static AtlasWindowCommandProc g_CommandProc;
AtlasWindowCommandProc& ScenarioEditor::GetCommandProc() { return g_CommandProc; }
ScenarioEditor::ScenarioEditor(wxWindow* parent)
: wxFrame(parent, wxID_ANY, _T(""), wxDefaultPosition, wxSize(1024, 768))
, m_FileHistory(_T("Scenario Editor"))
, m_ObjectSettings(g_SelectedObjects, AtlasMessage::eRenderView::GAME)
, m_ToolManager(this)
{
// Global application initialisation:
wxImage::AddHandler(new wxICOHandler);
/* "osx.openfiledialog.always-show-types: Per default a wxFileDialog with wxFD_OPEN
does not show a types-popup on OSX but allows the selection of files from any of
the supported types. Setting this to 1 shows a wxChoice for selection (if there
is more than one supported filetype)." */
wxSystemOptions::SetOption(_T("osx.openfiledialog.always-show-types"), 1); // has global effect
// wxLog::SetTraceMask(wxTraceMessages);
g_SelectedTexture = _T("grass1_spring");
g_SelectedTexture.NotifyObservers();
SetOpenFilename(_T(""));
#if defined(__WXMSW__)
m_Icon = wxIcon(_T("ICON_ScenarioEditor")); // load from atlas.rc
#else
{
const wxString relativePath (_T("tools/atlas/icons/ScenarioEditor.ico"));
wxFileName filename (relativePath, wxPATH_UNIX);
filename.MakeAbsolute(Datafile::GetDataDirectory());
m_Icon = wxIcon(filename.GetFullPath(), wxBITMAP_TYPE_ICO);
}
#endif
SetIcon(m_Icon);
wxToolTip::Enable(true);
wxImage::AddHandler(new wxPNGHandler);
//////////////////////////////////////////////////////////////////////////
// Do some early game initialisation:
// (This must happen before constructing the GL canvas.)
POST_MESSAGE(Init, ());
// Wait for it to finish running Init
qPing qry;
qry.Post();
//////////////////////////////////////////////////////////////////////////
// Menu
wxMenuBar* menuBar = new wxMenuBar;
SetMenuBar(menuBar);
wxMenu *menuFile = new wxMenu;
menuBar->Append(menuFile, _("&File"));
{
menuFile->Append(ID_New, _("&New..."));
menuFile->Append(ID_Open, _("&Open..."));
menuFile->Append(ID_Save, _("&Save"));
menuFile->Append(ID_SaveAs, _("Save &As..."));
menuFile->AppendSeparator();//-----------
menuFile->Append(ID_ImportHeightmap, _("&Import Heightmap..."));
menuFile->AppendSeparator();//-----------
menuFile->Append(ID_Quit, _("E&xit"));
m_FileHistory.UseMenu(menuFile);//-------
m_FileHistory.AddFilesToMenu();
}
// m_menuItem_Save = menuFile->FindItem(ID_Save); // remember this item, to let it be greyed out
// wxASSERT(m_menuItem_Save);
wxMenu *menuEdit = new wxMenu;
menuBar->Append(menuEdit, _("&Edit"));
{
menuEdit->Append(wxID_UNDO, _("&Undo"));
menuEdit->Append(wxID_REDO, _("&Redo"));
menuEdit->AppendSeparator();
menuEdit->Append(ID_Copy, _("&Copy"));
menuEdit->Enable(ID_Copy, false);
menuEdit->Append(ID_Paste, _("&Paste"));
menuEdit->Enable(ID_Paste, false);
}
g_SelectedObjects.RegisterObserver(0, &ScenarioEditor::OnSelectedObjectsChange, this);
GetCommandProc().SetEditMenu(menuEdit);
GetCommandProc().Initialize();
wxMenu *menuMisc = new wxMenu;
menuBar->Append(menuMisc, _("&Misc hacks"));
{
menuMisc->AppendCheckItem(ID_Wireframe, _("&Wireframe"));
menuMisc->AppendCheckItem(ID_MessageTrace, _("Message debug trace"));
menuMisc->Append(ID_Screenshot, _("&Screenshot"));
menuMisc->Append(ID_BigScreenshot, _("Big screenshot"));
menuMisc->Append(ID_JavaScript, _("&JS console"));
menuMisc->Append(ID_CameraReset, _("&Reset camera"));
wxMenu *menuSS = new wxMenu;
menuMisc->AppendSubMenu(menuSS, _("Si&mulation state"));
menuSS->Append(ID_DumpState, _("&Dump to disk"));
menuSS->Append(ID_DumpBinaryState, _("Dump &binary to disk"));
}
wxMenu *menuHelp = new wxMenu;
menuBar->Append(menuHelp, _("&Help"));
{
wxFileName helpPath (_T("tools/atlas/"));
helpPath.MakeAbsolute(Datafile::GetDataDirectory());
helpPath.SetFullName("help.json");
if (wxFileExists(helpPath.GetFullPath()))
{
wxFFile helpFile(helpPath.GetFullPath());
wxString helpData;
helpFile.ReadAll(&helpData);
AtObj data = AtlasObject::LoadFromJSON(std::string{helpData.ToUTF8().data()});
#define ADD_HELP_ITEM(id) \
do { \
if (!data[#id].hasContent()) \
break; \
if (!data[#id]["title"].hasContent() || !data[#id]["url"].hasContent()) \
break; \
menuHelp->Append(ID_##id, _(wxString(data[#id]["title"])), _(wxString(data[#id]["tooltip"]))); \
m_HelpData.insert(std::make_pair( \
ID_##id, \
HelpItem(wxString::FromUTF8(data[#id]["title"]), wxString::FromUTF8(data[#id]["tooltip"]), wxString::FromUTF8(data[#id]["url"])) \
)); \
} while (0)
ADD_HELP_ITEM(Manual);
ADD_HELP_ITEM(ReportBug);
#undef ADD_HELP_ITEM
}
else
wxLogError(_("'%ls' does not exist"), helpPath.GetFullPath().c_str());
}
m_FileHistory.LoadFromSubDir(*wxConfigBase::Get());
m_SectionLayout.SetWindow(this);
// Toolbar:
// wxOSX/Cocoa 2.9 doesn't seem to like SetToolBar, so we use CreateToolBar which implicitly associates
// the toolbar with the frame, and use OnCreateToolBar to construct our custom toolbar
// (this should be equivalent behavior on all platforms)
CreateToolBar(wxNO_BORDER|wxTB_FLAT|wxTB_HORIZONTAL, ID_Toolbar)->Realize();
// Set the default tool to be selected
m_ToolManager.SetCurrentTool(_T(""));
// Set up GL canvas:
int glAttribList[] = {
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
WX_GL_STENCIL_SIZE, 8,
WX_GL_BUFFER_SIZE, 24, // color bits
WX_GL_MIN_ALPHA, 8, // alpha bits
0
};
Canvas* canvas = new GameCanvas(*this, m_SectionLayout.GetCanvasParent(), glAttribList);
m_SectionLayout.SetCanvas(canvas);
// Set up sidebars:
m_SectionLayout.Build(*this);
#if defined(__WXMSW__)
// The canvas' context gets made current on creation; but it can only be
// current for one thread at a time, and it needs to be current for the
// thread that is doing the draw calls, so disable it for this one.
wglMakeCurrent(NULL, NULL);
#elif defined(__WXGTK__) || defined(__WXOSX__) || defined(__WXMAC__)
// Need to make sure the canvas is realised, so that its context is valid
// this solves the "invalid drawable" error
Show(true);
Raise();
#endif
#ifdef __WXGTK__
// TODO: wxSafeYield causes issues on wxOSX 2.9, is it necessary?
wxSafeYield();
#endif
// Send setup messages to game engine:
// We need to set the window HWND for the error dialog instead of iteraing
// through all open windows on Windows.
POST_MESSAGE(InitAppWindow, (GetHandle()));
POST_MESSAGE(InitSDL, ());
POST_MESSAGE(SetCanvas, (static_cast<wxGLCanvas*>(canvas),
canvas->GetClientSize().GetWidth() * canvas->GetContentScaleFactor(),
canvas->GetClientSize().GetHeight() * canvas->GetContentScaleFactor()));
POST_MESSAGE(InitGraphics, ());
canvas->InitSize();
// Start with a blank map (so that the editor can assume there's always
// a valid map loaded)
POST_MESSAGE(LoadMap, (_T("maps/scenarios/_default.xml")));
POST_MESSAGE(SimPlay, (0.f, false));
// Select the initial sidebar (after the map has loaded)
m_SectionLayout.SelectPage(_T("MapSidebar"));
// Wait for blank map
qry.Post();
POST_MESSAGE(RenderEnable, (eRenderView::GAME));
// Set up a timer to make sure tool-updates happen frequently (in addition
// to the idle handler (which makes them happen more frequently if there's nothing
// else to do))
m_Timer.SetOwner(this, TIMER_TOOL);
m_Timer.Start(TIMER_TOOL_INTERVAL); // in ms
// Set up a timer to trigger engine rendering.
// This is split from the tool timer to enable different framerates.
m_RenderTimer.SetOwner(this, TIMER_RENDER);
m_RenderTimer.Start(TIMER_RENDER_INTERVAL); // in ms
}
wxToolBar* ScenarioEditor::OnCreateToolBar(long style, wxWindowID id, const wxString& WXUNUSED(name))
{
ToolButtonBar* toolbar = new ToolButtonBar(m_ToolManager, this, &m_SectionLayout, id, style);
// TODO: configurable small vs large icon images
// (button label; tooltip text; image; internal tool name; section to switch to)
toolbar->AddToolButton(_("Default"), _("Default"), _T("default.png"), _T(""), _T(""));
toolbar->AddToolButton(_("Move"), _("Move/rotate object"), _T("moveobject.png"), _T("TransformObject"), _T("")/*_T("ObjectSidebar")*/);
toolbar->AddToolButton(_("Elevation"), _("Alter terrain elevation"), _T("alterelevation.png"), _T("AlterElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Smooth"), _("Smooth terrain elevation"), _T("smoothelevation.png"), _T("SmoothElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Flatten"), _("Flatten terrain elevation"), _T("flattenelevation.png"), _T("FlattenElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Paint Terrain"), _("Paint terrain texture"), _T("paintterrain.png"), _T("PaintTerrain"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Move"), _("Move cinema path nodes"), _T("movepath.png"), _T("TransformPath"), _T("")/*_T("CinemaSidebar")*/);
return toolbar;
}
float ScenarioEditor::GetSpeedModifier()
{
if (wxGetKeyState(WXK_SHIFT) && wxGetKeyState(WXK_CONTROL))
return 1.f/64.f;
else if (wxGetKeyState(WXK_CONTROL))
return 1.f/4.f;
else if (wxGetKeyState(WXK_SHIFT))
return 4.f;
else
return 1.f;
}
void ScenarioEditor::OnClose(wxCloseEvent& event)
{
if (event.CanVeto() && GetCommandProc().IsDirty())
{
if (wxMessageBox(_T("You have unsaved changes. Are you sure you want to quit?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES)
{
event.Veto();
return;
}
}
m_ToolManager.SetCurrentTool(_T(""));
m_FileHistory.SaveToSubDir(*wxConfigBase::Get());
// We notify all clients that might interact with the game after its
// shutdown to prevent accessing invalid state.
m_SectionLayout.OnShutdown();
POST_MESSAGE(Shutdown, ());
qExit().Post();
// blocks until engine has noticed the message, so we won't be
// destroying the GLCanvas while it's still rendering
Destroy();
}
static void UpdateTool(ToolManager& toolManager)
{
// TODO: Smoother timing stuff?
static double last = g_Timer.GetTime();
double time = g_Timer.GetTime();
toolManager.GetCurrentTool()->OnTick(time-last);
last = time;
}
void ScenarioEditor::OnTimer(wxTimerEvent& evt)
{
if (evt.GetId() == TIMER_TOOL)
UpdateTool(m_ToolManager);
else
{
AtlasMessage::qRenderLoop qryRenderLoop;
qryRenderLoop.Post();
if (!qryRenderLoop.wantHighFPS &&
qryRenderLoop.timeSinceActivity > 1.0 && g_Timer.GetTime() - last_wx_user_activity > 1.0)
m_RenderTimer.Start(TIMER_RENDER_SLOW_INTERVAL); // save CPU/GPU when activity is lower.
else
m_RenderTimer.Start(TIMER_RENDER_INTERVAL);
}
}
void ScenarioEditor::OnIdle(wxIdleEvent&)
{
UpdateTool(m_ToolManager);
}
void ScenarioEditor::OnQuit(wxCommandEvent&)
{
Close();
}
void ScenarioEditor::OnUndo(wxCommandEvent&)
{
GetCommandProc().Undo();
}
void ScenarioEditor::OnRedo(wxCommandEvent&)
{
GetCommandProc().Redo();
}
void ScenarioEditor::OnCopy(wxCommandEvent& WXUNUSED(event))
{
if (GetToolManager().GetCurrentToolName() == _T("TransformObject"))
GetToolManager().GetCurrentTool()->OnCommand(_T("copy"), NULL);
}
void ScenarioEditor::OnPaste(wxCommandEvent& WXUNUSED(event))
{
if (GetToolManager().GetCurrentToolName() != _T("TransformObject"))
GetToolManager().SetCurrentTool(_T("TransformObject"), NULL);
GetToolManager().GetCurrentTool()->OnCommand(_T("paste"), NULL);
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OnNew(wxCommandEvent& WXUNUSED(event))
{
if (wxMessageBox(_("Discard current map and start blank new map?"), _("New map"), wxOK|wxCANCEL|wxICON_QUESTION, this) == wxOK)
OpenFile(_T(""), _T("maps/scenarios/_default.xml"));
}
bool ScenarioEditor::OpenFile(const wxString& name, const wxString& filename)
{
wxBusyInfo busy(_("Loading ") + name);
wxBusyCursor busyc;
AtlasMessage::qVFSFileExists qry(filename.ToStdWstring());
qry.Post();
if (!qry.exists)
return false;
// Deactivate tools, so they don't carry forwards into the new CWorld
// and crash.
m_ToolManager.SetCurrentTool(_T(""));
// TODO: clear the undo buffer, etc
std::wstring map(filename.ToStdWstring());
POST_MESSAGE(LoadMap, (map));
SetOpenFilename(name);
{ // Wait for it to load, while the wxBusyInfo is telling the user that we're doing that
qPing pingQuery;
pingQuery.Post();
}
NotifyOnMapReload();
GetCommandProc().ClearCommands();
return true;
// TODO: Make this a non-undoable command
}
// TODO (eventually): replace all this file-handling stuff with the Workspace Editor
void ScenarioEditor::OnOpen(wxCommandEvent& WXUNUSED(event))
{
if (DiscardChangesDialog())
return;
MapDialog dlg (NULL, MAPDIALOG_OPEN, m_Icon);
if (dlg.ShowModal() == wxID_OK)
{
wxString filePath = dlg.GetSelectedFilePath();
if (!OpenFile(filePath, filePath))
wxLogError(_("Map '%ls' does not exist"), filePath.c_str());
}
// TODO: Make this a non-undoable command
}
void ScenarioEditor::OnImportHeightmap(wxCommandEvent& WXUNUSED(event))
{
if (DiscardChangesDialog())
return;
wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
_T(""), _T(""),
_T("Valid image files (*.png, *.bmp)|*.png;*.bmp|All files (*.*)|*.*"),
wxFD_OPEN);
// Set default filter
dlg.SetFilterIndex(0);
if (dlg.ShowModal() != wxID_OK)
return;
OpenFile(_T(""), _T("maps/scenarios/_default.xml"));
std::wstring image(dlg.GetPath().ToStdWstring());
POST_MESSAGE(ImportHeightmap, (image));
// TODO: Make this a non-undoable command
}
void ScenarioEditor::OnMRUFile(wxCommandEvent& event)
{
wxString filename(m_FileHistory.GetHistoryFile(event.GetId() - wxID_FILE1));
// Handle old MRU filenames
if (filename.Mid(0, 5) != _T("maps/"))
{
filename = L"maps/scenarios/" + filename;
m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
}
if (DiscardChangesDialog())
return;
if (!OpenFile(filename, filename))
{
// Missing or invalid - warn and remove from MRU
wxLogError(_("Map '%ls' does not exist"), filename.c_str());
m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
}
}
void ScenarioEditor::OnSave(wxCommandEvent& event)
{
if (m_OpenFilename.IsEmpty())
{
OnSaveAs(event);
}
else
{
wxBusyInfo busy(_("Saving ") + m_OpenFilename);
wxBusyCursor busyc;
// Deactivate tools, so things like unit previews don't get saved.
// (TODO: Would be nicer to leave the tools active, and just not save
// the preview units.)
m_ToolManager.SetCurrentTool(_T(""));
std::wstring map(m_OpenFilename.ToStdWstring());
POST_MESSAGE(SaveMap, (map));
// Wait for it to finish saving
qPing qry;
qry.Post();
GetCommandProc().MarkAsSaved();
}
}
void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
{
MapDialog dlg(NULL, MAPDIALOG_SAVE, m_Icon);
if (dlg.ShowModal() == wxID_OK)
{
wxString filePath(dlg.GetSelectedFilePath());
wxBusyInfo busy(_("Saving ") + filePath);
wxBusyCursor busyc;
m_ToolManager.SetCurrentTool(_T(""));
std::wstring map(filePath.ToStdWstring());
POST_MESSAGE(SaveMap, (map));
SetOpenFilename(filePath);
// Wait for it to finish saving
qPing qry;
qry.Post();
GetCommandProc().MarkAsSaved();
}
}
void ScenarioEditor::SetOpenFilename(const wxString& filename)
{
SetTitle(wxString::Format(_("Atlas - Scenario Editor - %s"),
(filename.IsEmpty() ? wxString(_("(untitled)")) : filename).c_str()));
m_OpenFilename = filename;
if (! filename.IsEmpty())
m_FileHistory.AddFileToHistory(filename);
}
void ScenarioEditor::NotifyOnMapReload()
{
m_SectionLayout.OnMapReload();
// Notify observers, here so it's independent of individual panels
m_MapSettings.NotifyObservers();
}
bool ScenarioEditor::DiscardChangesDialog()
{
return GetCommandProc().IsDirty() &&
wxMessageBox(_T("You have unsaved changes. Are you sure you want to open another map?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES;
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OnWireframe(wxCommandEvent& event)
{
POST_MESSAGE(RenderStyle, (event.IsChecked()));
}
void ScenarioEditor::OnMessageTrace(wxCommandEvent& event)
{
POST_MESSAGE(MessageTrace, (event.IsChecked()));
}
void ScenarioEditor::OnScreenshot(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_BigScreenshot:
POST_MESSAGE(Screenshot, (true));
break;
case ID_Screenshot:
POST_MESSAGE(Screenshot, (false));
break;
}
}
void ScenarioEditor::OnJavaScript(wxCommandEvent& WXUNUSED(event))
{
wxString cmd = ::wxGetTextFromUser(_T(""), _("JS command"), _T(""), this);
if (cmd.IsEmpty())
return;
POST_MESSAGE(JavaScript, (std::string(cmd.ToUTF8())));
}
void ScenarioEditor::OnCameraReset(wxCommandEvent& WXUNUSED(event))
{
POST_MESSAGE(CameraReset, ());
}
void ScenarioEditor::OnDumpState(wxCommandEvent& event)
{
wxDateTime time = wxDateTime::Now();
wxString filename;
bool doBinary = false;
switch (event.GetId())
{
case ID_DumpState:
filename = wxString::Format(_T("sim-dump-%d.txt"), time.GetTicks());
break;
case ID_DumpBinaryState:
doBinary = true;
filename = wxString::Format(_T("sim-dump-%d.dat"), time.GetTicks());
break;
}
qSimStateDebugDump q(doBinary);
q.Post();
std::wstring dump = *q.dump;
wxString state(dump.c_str());
wxFFile file(filename.c_str(), _T("w"));
if (file.IsOpened() && !file.Error())
{
file.Write(state);
file.Close();
}
else
{
wxLogError(_("Error writing to file '%ls'"), filename.c_str());
}
}
void ScenarioEditor::OnSelectedObjectsChange(const std::vector<ObjectID>& selectedObjects)
{
GetMenuBar()->Enable(ID_Copy, !selectedObjects.empty());
}
void ScenarioEditor::OnHelp(wxCommandEvent& event)
{
std::map<int, HelpItem>::const_iterator it = m_HelpData.find(event.GetId());
if (it == m_HelpData.end())
return;
wxMessageDialog* dialog = new wxMessageDialog(
nullptr, _("Do you want to open '" + it->second.m_URL + "'?"),
_("Atlas"), wxYES_NO | wxNO_DEFAULT | wxICON_QUESTION
);
if (dialog->ShowModal() == wxID_YES)
wxLaunchDefaultBrowser(it->second.m_URL);
}
void ScenarioEditor::OnMenuOpen(wxMenuEvent& event)
{
// Ignore wxMSW system menu events, see https://gitea.wildfiregames.com/0ad/0ad/issues/5501
const wxMenu* menu = event.GetMenu();
if (!menu)
return;
// This could be done far more elegantly if wxMenuItem had changeable id.
wxMenu* pasteMenuItem = NULL;
menu->FindItem(ID_Paste, &pasteMenuItem);
GetMenuBar()->Enable(ID_Paste, false);
if (!pasteMenuItem)
return;
wxString content;
if (wxTheClipboard->Open())
{
if (wxTheClipboard->IsSupported(wxDF_TEXT))
{
wxTextDataObject data;
wxTheClipboard->GetData(data);
content = data.GetText();
}
wxTheClipboard->Close();
}
if (content.empty())
return;
wxInputStream* is = new wxStringInputStream(content);
wxXmlDocument doc;
{
wxLogNull stopComplaining;
static_cast<void>(stopComplaining);
if (!doc.Load(*is))
return;
}
wxXmlNode* root = doc.GetRoot();
if (!root || root->GetName() != wxT("Entities"))
return;
GetMenuBar()->Enable(ID_Paste, true);
}
//////////////////////////////////////////////////////////////////////////
Position::Position(const wxPoint& pt)
: type(1)
{
type1.x = pt.x;
type1.y = pt.y;
}
//////////////////////////////////////////////////////////////////////////
/* Disabled (and should be removed if it turns out to be unnecessary)
- see MessagePasserImpl.cpp for information
static void QueryCallback()
{
// If this thread completely blocked on the semaphore inside Query, it would
// never respond to window messages, and the system deadlocks if the
// game tries to display an assertion failure dialog. (See
// WaitForSingleObject on MSDN.)
// So, this callback is called occasionally, and gives wx a change to
// handle messages.
// This is kind of like wxYield, but without the ProcessPendingEvents -
// it's enough to make Windows happy and stop deadlocking, without actually
// calling the event handlers (which could lead to nasty recursion)
// while (wxEventLoop::GetActive()->Pending())
// wxEventLoop::GetActive()->Dispatch();
// Oh dear, we can't use that either - it (at least in wx 2.6.3) still
// processes messages, which causes reentry into various things that we
// don't want to be reentrant. So do it all manually, accepting Windows
// messages and sticking them on a list for later processing (in a custom
// event loop class):
// (TODO: Rethink this entire process on Linux)
// (Alt TODO: Could we make the game never pop up windows (or use the Win32
// GUI in any other way) when it's running under Atlas, so we wouldn't need
// to do any message processing here at all?)
#ifdef _WIN32
AtlasEventLoop* evtLoop = (AtlasEventLoop*)wxEventLoop::GetActive();
// evtLoop might be NULL, particularly if we're still initialising windows
// and haven't got into the normal event loop yet. But we'd have to process
// messages anyway, to avoid the deadlocks that this is for. So, don't bother
// with that and just crash instead.
// (Maybe it could be solved better by constructing/finding an event loop
// object here and setting it as the global one, assuming it's not overwritten
// later by wx.)
while (evtLoop->Pending())
{
// Based on src/msw/evtloop.cpp's wxEventLoop::Dispatch()
MSG msg;
BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);
if (rc == 0)
{
// got WM_QUIT
return;
}
if (rc == -1)
{
wxLogLastError(wxT("GetMessage"));
return;
}
// Our special bits:
if (msg.message == WM_PAINT)
{
// "GetMessage does not remove WM_PAINT messages from the queue.
// The messages remain in the queue until processed."
// So let's process them, to avoid infinite loops...
PAINTSTRUCT paint;
::BeginPaint(msg.hwnd, &paint);
::EndPaint(msg.hwnd, &paint);
// Remember that some painting was needed - we'll just repaint
// the whole screen when this is finished.
evtLoop->NeedsPaint();
}
else
{
// Add this message to a queue for later processing. (That's
// probably kind of valid, at least in most cases.)
MSG* pMsg = new MSG(msg);
evtLoop->AddMessage(pMsg);
}
}
#endif
}
*/
void QueryMessage::Post()
{
// g_MessagePasser->Query(this, &QueryCallback);
g_MessagePasser->Query(this, NULL);
}