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Make include-what-you-use happy with some files in source/simulation2 and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
89 lines
2.1 KiB
C++
89 lines
2.1 KiB
C++
/* Copyright (C) 2025 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 "ICmpParticleManager.h"
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#include "graphics/ParticleManager.h"
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#include "renderer/Renderer.h"
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#include "renderer/SceneRenderer.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Message.h"
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#include <string>
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class CCmpParticleManager final : public ICmpParticleManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Interpolate);
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}
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DEFAULT_COMPONENT_ALLOCATOR(ParticleManager)
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bool useSimTime;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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void Init(const CParamNode&) override
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{
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useSimTime = true;
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}
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void Deinit() override
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{
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}
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void Serialize(ISerializer&) override
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{
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}
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void Deserialize(const CParamNode& paramNode, IDeserializer&) override
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{
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Init(paramNode);
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}
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void HandleMessage(const CMessage& msg, bool /*global*/) override
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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if (CRenderer::IsInitialised())
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{
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float time = useSimTime ? msgData.deltaSimTime : msgData.deltaRealTime;
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g_Renderer.GetSceneRenderer().GetParticleManager().Interpolate(time);
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}
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break;
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}
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}
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}
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void SetUseSimTime(bool flag) override
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{
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useSimTime = flag;
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}
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};
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REGISTER_COMPONENT_TYPE(ParticleManager)
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