mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
297 lines
No EOL
7.2 KiB
C++
297 lines
No EOL
7.2 KiB
C++
/* Copyright (C) 2015 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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#include "precompiled.h"
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#include <sstream>
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#include <string>
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#include "graphics/Camera.h"
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#include "graphics/CinemaManager.h"
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#include "graphics/GameView.h"
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#include "gui/CGUI.h"
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#include "gui/GUIManager.h"
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#include "gui/IGUIObject.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Quaternion.h"
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#include "maths/Vector3D.h"
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#include "maths/Vector4D.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/Hotkey.h"
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#include "simulation2/components/ICmpOverlayRenderer.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/components/ICmpTerritoryManager.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/system/ComponentManager.h"
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#include "simulation2/Simulation2.h"
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#include "renderer/Renderer.h"
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CCinemaManager::CCinemaManager()
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: m_DrawPaths(false)
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{
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}
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void CCinemaManager::AddPath(const CStrW& name, const CCinemaPath& path)
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{
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if (m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end())
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{
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LOGWARNING("Path with name '%s' already exists", name.ToUTF8());
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return;
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}
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m_CinematicSimulationData.m_Paths[name] = path;
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}
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void CCinemaManager::AddPathToQueue(const CStrW& name)
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{
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if (!HasPath(name))
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{
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LOGWARNING("Path with name '%s' doesn't exist", name.ToUTF8());
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return;
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}
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m_CinematicSimulationData.m_PathQueue.push_back(m_CinematicSimulationData.m_Paths[name]);
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}
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void CCinemaManager::ClearQueue()
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{
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m_CinematicSimulationData.m_PathQueue.clear();
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}
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void CCinemaManager::SetAllPaths(const std::map<CStrW, CCinemaPath>& paths)
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{
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m_CinematicSimulationData.m_Paths = paths;
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}
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bool CCinemaManager::HasPath(const CStrW& name) const
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{
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return m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end();
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}
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void CCinemaManager::SetEnabled(bool enabled)
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{
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// TODO: maybe assert?
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if (m_CinematicSimulationData.m_PathQueue.empty() && enabled)
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{
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enabled = false;
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m_CinematicSimulationData.m_Paused = true;
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}
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if (m_CinematicSimulationData.m_Enabled == enabled)
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return;
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// TODO: Enabling/Disabling does not work if the session GUI page is not the top page.
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// This can happen in various situations, for example when the player wins/looses the game
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// while the cinematic is running (a message box is the top page in this case).
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// It might be better to disable the whole GUI during the cinematic instead of a specific
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// GUI object.
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// sn - session gui object
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IGUIObject *sn = g_GUI->FindObjectByName("sn");
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CmpPtr<ICmpRangeManager> cmpRangeManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
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CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
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// GUI visibility
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if (sn)
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{
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if (enabled)
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sn->SetSetting("hidden", L"true");
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else
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sn->SetSetting("hidden", L"false");
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}
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// Overlay visibility
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g_Renderer.SetOptionBool(CRenderer::Option::OPT_SILHOUETTES, !enabled);
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if (cmpRangeManager)
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{
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if (enabled)
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m_CinematicSimulationData.m_MapRevealed = cmpRangeManager->GetLosRevealAll(-1);
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// TODO: improve m_MapRevealed state and without fade in
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cmpRangeManager->SetLosRevealAll(-1, enabled);
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}
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if (cmpTerritoryManager)
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cmpTerritoryManager->SetVisibility(!enabled);
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ICmpSelectable::SetOverrideVisibility(!enabled);
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ICmpOverlayRenderer::SetOverrideVisibility(!enabled);
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m_CinematicSimulationData.m_Enabled = enabled;
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}
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void CCinemaManager::Play()
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{
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m_CinematicSimulationData.m_Paused = false;
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}
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void CCinemaManager::Stop()
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{
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m_CinematicSimulationData.m_PathQueue.clear();
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}
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void CCinemaManager::Update(const float deltaRealTime)
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{
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if (g_Game->m_Paused != m_CinematicSimulationData.m_Paused)
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{
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m_CinematicSimulationData.m_Paused = g_Game->m_Paused;
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// sn - session gui object
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IGUIObject *sn = g_GUI->FindObjectByName("sn");
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// GUI visibility
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if (sn)
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{
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if (m_CinematicSimulationData.m_Paused)
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sn->SetSetting("hidden", L"false");
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else
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sn->SetSetting("hidden", L"true");
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}
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}
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if (m_CinematicSimulationData.m_PathQueue.empty() || !m_CinematicSimulationData.m_Enabled || m_CinematicSimulationData.m_Paused)
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return;
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if (HotkeyIsPressed("leave"))
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{
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// TODO: implement skip
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}
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m_CinematicSimulationData.m_PathQueue.front().Play(deltaRealTime);
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}
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void CCinemaManager::Render()
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{
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if (GetEnabled())
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{
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DrawBars();
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return;
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}
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if (!m_DrawPaths)
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return;
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// draw all paths
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for (const std::pair<CStrW, CCinemaPath>& p : m_CinematicSimulationData.m_Paths)
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p.second.Draw();
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}
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void CCinemaManager::DrawBars() const
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{
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int height = (float)g_xres / 2.39f;
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int shift = (g_yres - height) / 2;
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if (shift <= 0)
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return;
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#if CONFIG2_GLES
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#warning TODO : implement bars for GLES
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#else
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// Set up transform for GL bars
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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CMatrix3D transform;
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transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glLoadMatrixf(&transform._11);
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
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glVertex2i(0, 0);
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glVertex2i(g_xres, 0);
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glVertex2i(g_xres, shift);
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glVertex2i(0, shift);
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glEnd();
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glBegin(GL_QUADS);
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glVertex2i(0, g_yres - shift);
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glVertex2i(g_xres, g_yres - shift);
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glVertex2i(g_xres, g_yres);
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glVertex2i(0, g_yres);
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glEnd();
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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// Restore transform
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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#endif
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}
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InReaction cinema_manager_handler(const SDL_Event_* ev)
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{
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// put any events that must be processed even if inactive here
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if (!g_Game || !g_Game->IsGameStarted())
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return IN_PASS;
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CCinemaManager* pCinemaManager = g_Game->GetView()->GetCinema();
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return pCinemaManager->HandleEvent(ev);
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}
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InReaction CCinemaManager::HandleEvent(const SDL_Event_* ev)
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{
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switch (ev->ev.type)
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{
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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if (GetEnabled() && !m_CinematicSimulationData.m_Paused)
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return IN_HANDLED;
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default:
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return IN_PASS;
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}
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}
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bool CCinemaManager::GetEnabled() const
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{
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return m_CinematicSimulationData.m_Enabled;
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}
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bool CCinemaManager::IsPlaying() const
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{
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return !m_CinematicSimulationData.m_Paused;
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}
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const std::map<CStrW, CCinemaPath>& CCinemaManager::GetAllPaths()
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{
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return m_CinematicSimulationData.m_Paths;
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}
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CinematicSimulationData* CCinemaManager::GetCinematicSimulationData()
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{
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return &m_CinematicSimulationData;
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}
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bool CCinemaManager::GetPathsDrawing() const
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{
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return m_DrawPaths;
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}
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void CCinemaManager::SetPathsDrawing(const bool drawPath)
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{
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m_DrawPaths = drawPath;
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} |