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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-19 14:53:56 -07:00
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.
173 lines
4.1 KiB
C++
173 lines
4.1 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "../ActorViewer.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/ObjectManager.h"
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#include "gui/CGUI.h"
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#include "gui/GUIbase.h"
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#include "lib/external_libraries/sdl.h"
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#include "maths/MathUtil.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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namespace AtlasMessage {
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static bool g_IsInitialised = false;
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static bool g_DidInitSim;
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MESSAGEHANDLER(Init)
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{
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UNUSED2(msg);
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// Don't do anything if we're called multiple times
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if (g_IsInitialised)
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return;
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#if OS_LINUX || OS_MACOSX
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// When using GLX (Linux), SDL has to load the GL library to find
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// glXGetProcAddressARB before it can load any extensions.
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// When running in Atlas, we skip the SDL video initialisation code
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// which loads the library, and so SDL_GL_GetProcAddress fails (in
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// ogl.cpp importExtensionFunctions).
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// (TODO: I think this is meant to be context-independent, i.e. it
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// doesn't matter that we're getting extensions from SDL-initialised
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// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
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// should be checked.)
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// So, make sure it's loaded:
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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SDL_GL_LoadLibrary(NULL); // NULL = use default
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// (it shouldn't hurt if this is called multiple times, I think)
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#endif
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ogl_Init();
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g_Quickstart = true;
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int flags = INIT_HAVE_VMODE|INIT_NO_GUI;
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if (! msg->initsimulation)
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flags |= INIT_NO_SIM;
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Init(g_GameLoop->args, flags);
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g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
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#if OS_WIN
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// HACK (to stop things looking very ugly when scrolling) - should
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// use proper config system.
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if(ogl_HaveExtension("WGL_EXT_swap_control"))
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pwglSwapIntervalEXT(1);
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#endif
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g_IsInitialised = true;
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}
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MESSAGEHANDLER(Shutdown)
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{
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UNUSED2(msg);
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// Don't do anything if we're called multiple times
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if (! g_IsInitialised)
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return;
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// Empty the CommandProc, to get rid of its references to entities before
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// we kill the EntityManager
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GetCommandProc().Destroy();
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View::DestroyViews();
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g_GameLoop->view = View::GetView_None();
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int flags = 0;
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if (! g_DidInitSim)
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flags |= INIT_NO_SIM;
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Shutdown(flags);
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g_IsInitialised = false;
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}
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QUERYHANDLER(Exit)
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{
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UNUSED2(msg);
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g_GameLoop->running = false;
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}
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MESSAGEHANDLER(RenderEnable)
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{
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g_GameLoop->view = View::GetView(msg->view);
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}
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MESSAGEHANDLER(SetViewParamB)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetViewParamC)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetActorViewer)
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{
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if (msg->flushcache)
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{
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// TODO EXTREME DANGER: this'll break horribly if any units remain
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// in existence and use their actors after we've deleted all the actors.
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// (The actor viewer currently only has one unit at a time, so it's
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// alright.)
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// Should replace this with proper actor hot-loading system, or something.
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View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
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View::GetView_Actor()->GetActorViewer().UnloadObjects();
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// vfs_reload_changed_files();
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}
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View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
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View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(SetCanvas)
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{
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g_GameLoop->glCanvas = msg->canvas;
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Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
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}
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MESSAGEHANDLER(ResizeScreen)
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{
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g_xres = msg->width;
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g_yres = msg->height;
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if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
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if (g_yres <= 2) g_yres = 2;
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.SetViewport(vp);
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g_Renderer.Resize(g_xres, g_yres);
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g_GUI.UpdateResolution();
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g_Console->UpdateScreenSize(g_xres, g_yres);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(RenderStyle)
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{
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g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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}
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}
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