0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

173 lines
4.1 KiB
C++

#include "precompiled.h"
#include "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
#include "../ActorViewer.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "gui/CGUI.h"
#include "gui/GUIbase.h"
#include "lib/external_libraries/sdl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
namespace AtlasMessage {
static bool g_IsInitialised = false;
static bool g_DidInitSim;
MESSAGEHANDLER(Init)
{
UNUSED2(msg);
// Don't do anything if we're called multiple times
if (g_IsInitialised)
return;
#if OS_LINUX || OS_MACOSX
// When using GLX (Linux), SDL has to load the GL library to find
// glXGetProcAddressARB before it can load any extensions.
// When running in Atlas, we skip the SDL video initialisation code
// which loads the library, and so SDL_GL_GetProcAddress fails (in
// ogl.cpp importExtensionFunctions).
// (TODO: I think this is meant to be context-independent, i.e. it
// doesn't matter that we're getting extensions from SDL-initialised
// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
// should be checked.)
// So, make sure it's loaded:
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_LoadLibrary(NULL); // NULL = use default
// (it shouldn't hurt if this is called multiple times, I think)
#endif
ogl_Init();
g_Quickstart = true;
int flags = INIT_HAVE_VMODE|INIT_NO_GUI;
if (! msg->initsimulation)
flags |= INIT_NO_SIM;
Init(g_GameLoop->args, flags);
g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
#if OS_WIN
// HACK (to stop things looking very ugly when scrolling) - should
// use proper config system.
if(ogl_HaveExtension("WGL_EXT_swap_control"))
pwglSwapIntervalEXT(1);
#endif
g_IsInitialised = true;
}
MESSAGEHANDLER(Shutdown)
{
UNUSED2(msg);
// Don't do anything if we're called multiple times
if (! g_IsInitialised)
return;
// Empty the CommandProc, to get rid of its references to entities before
// we kill the EntityManager
GetCommandProc().Destroy();
View::DestroyViews();
g_GameLoop->view = View::GetView_None();
int flags = 0;
if (! g_DidInitSim)
flags |= INIT_NO_SIM;
Shutdown(flags);
g_IsInitialised = false;
}
QUERYHANDLER(Exit)
{
UNUSED2(msg);
g_GameLoop->running = false;
}
MESSAGEHANDLER(RenderEnable)
{
g_GameLoop->view = View::GetView(msg->view);
}
MESSAGEHANDLER(SetViewParamB)
{
View* view = View::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamC)
{
View* view = View::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetActorViewer)
{
if (msg->flushcache)
{
// TODO EXTREME DANGER: this'll break horribly if any units remain
// in existence and use their actors after we've deleted all the actors.
// (The actor viewer currently only has one unit at a time, so it's
// alright.)
// Should replace this with proper actor hot-loading system, or something.
View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
View::GetView_Actor()->GetActorViewer().UnloadObjects();
// vfs_reload_changed_files();
}
View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(SetCanvas)
{
g_GameLoop->glCanvas = msg->canvas;
Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
}
MESSAGEHANDLER(ResizeScreen)
{
g_xres = msg->width;
g_yres = msg->height;
if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
if (g_yres <= 2) g_yres = 2;
SViewPort vp = { 0, 0, g_xres, g_yres };
g_Renderer.SetViewport(vp);
g_Renderer.Resize(g_xres, g_yres);
g_GUI.UpdateResolution();
g_Console->UpdateScreenSize(g_xres, g_yres);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
}