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https://gitea.wildfiregames.com/0ad/0ad
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115 lines
2.8 KiB
C++
115 lines
2.8 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 <string>
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#include <sstream>
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#include "CinemaManager.h"
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#include "CinemaPath.h"
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#include "ps/CStr.h"
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#include "maths/Vector4D.h"
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CCinemaManager::CCinemaManager() : m_DrawCurrentSpline(false), m_Active(true), m_ValidCurrent(false)
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{
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m_CurrentPath = m_Paths.end();
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}
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void CCinemaManager::AddPath(CCinemaPath path, const CStrW& name)
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{
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ENSURE( m_Paths.find( name ) == m_Paths.end() );
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m_Paths[name] = path;
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}
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void CCinemaManager::QueuePath(const CStrW& name, bool queue )
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{
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if (!m_PathQueue.empty() && queue == false)
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{
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return;
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}
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else
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{
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ENSURE(HasTrack(name));
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m_PathQueue.push_back(m_Paths[name]);
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}
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}
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void CCinemaManager::OverridePath(const CStrW& name)
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{
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m_PathQueue.clear();
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ENSURE(HasTrack(name));
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m_PathQueue.push_back( m_Paths[name] );
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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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CStrW name;
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m_Paths = paths;
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}
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void CCinemaManager::SetCurrentPath(const CStrW& name, bool current, bool drawLines)
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{
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if ( !HasTrack(name) )
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m_ValidCurrent = false;
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else
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m_ValidCurrent = true;
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m_CurrentPath = m_Paths.find(name);
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m_DrawCurrentSpline = current;
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m_DrawLines = drawLines;
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DrawSpline();
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}
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bool CCinemaManager::HasTrack(const CStrW& name) const
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{
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return m_Paths.find(name) != m_Paths.end();
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}
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void CCinemaManager::DrawSpline() const
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{
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if ( !(m_DrawCurrentSpline && m_ValidCurrent) )
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return;
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static const int smoothness = 200;
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m_CurrentPath->second.DrawSpline(CVector4D(0.f, 0.f, 1.f, 1.f), smoothness, m_DrawLines);
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}
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void CCinemaManager::MoveToPointAt(float time)
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{
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ENSURE(m_CurrentPath != m_Paths.end());
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StopPlaying();
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m_CurrentPath->second.m_TimeElapsed = time;
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if ( !m_CurrentPath->second.Validate() )
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return;
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m_CurrentPath->second.MoveToPointAt(m_CurrentPath->second.m_TimeElapsed /
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m_CurrentPath->second.GetDuration(), m_CurrentPath->second.GetNodeFraction(),
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m_CurrentPath->second.m_PreviousRotation );
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}
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bool CCinemaManager::Update(const float deltaRealTime)
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{
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if (!m_PathQueue.front().Play(deltaRealTime))
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{
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m_PathQueue.pop_front();
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return false;
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}
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return true;
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}
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