mirror of
https://gitea.wildfiregames.com/0ad/0ad
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Based on existing code that was still around from an old(not working) implementation. Supports basic control from trigger scirpts (queue, start and stop camera paths) and works in multiplayer. This was SVN commit r17594.
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 (auto it : m_CinematicSimulationData.m_Paths)
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it.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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} |