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Since C++11 a C typedef'ed union can be forward declared, so the wrapper is no longer needed. While at it switch signatures to refs and convert C style casts. Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
164 lines
4.4 KiB
C++
164 lines
4.4 KiB
C++
/* Copyright (C) 2026 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 "MessageHandler.h"
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#include "gui/CGUI.h"
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#include "gui/GUIManager.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/input.h"
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#include "lib/path.h"
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#include "lib/types.h"
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#include "maths/MathUtil.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "renderer/Renderer.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/components/ICmpSoundManager.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Entity.h"
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#include "tools/atlas/GameInterface/MessagePasser.h"
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#include "tools/atlas/GameInterface/MessagePasserImpl.h"
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#include "tools/atlas/GameInterface/Messages.h"
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#include "tools/atlas/GameInterface/Shareable.h"
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#include "tools/atlas/GameInterface/SharedTypes.h"
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#include "tools/atlas/GameInterface/View.h"
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#include <SDL_events.h>
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#include <SDL_keyboard.h>
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#include <SDL_keycode.h>
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#include <cstddef>
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#include <js/CallArgs.h>
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#include <js/RootingAPI.h>
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#include <memory>
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#include <string>
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extern void (*Atlas_GLSwapBuffers)(void* context);
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namespace AtlasMessage
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{
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MESSAGEHANDLER(MessageTrace)
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{
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((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
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}
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MESSAGEHANDLER(Screenshot)
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{
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if (msg->big)
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g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::BIG);
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else
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g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::DEFAULT);
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}
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QUERYHANDLER(Ping)
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{
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}
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MESSAGEHANDLER(SimStopMusic)
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{
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CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpSoundManager)
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cmpSoundManager->StopMusic();
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}
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MESSAGEHANDLER(SimStateSave)
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{
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AtlasView::GetView_Game()->SaveState(*msg->label);
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}
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MESSAGEHANDLER(SimStateRestore)
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{
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AtlasView::GetView_Game()->RestoreState(*msg->label);
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}
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QUERYHANDLER(SimStateDebugDump)
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{
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msg->dump = AtlasView::GetView_Game()->DumpState(msg->binary);
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}
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MESSAGEHANDLER(SimPlay)
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{
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AtlasView::GetView_Game()->SetSpeedMultiplier(msg->speed);
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AtlasView::GetView_Game()->SetTesting(msg->simTest);
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}
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MESSAGEHANDLER(JavaScript)
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{
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g_GUI->GetActiveGUI()->GetScriptInterface()->LoadGlobalScript(L"Atlas", *msg->command);
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}
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MESSAGEHANDLER(GuiSwitchPage)
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{
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g_GUI->SwitchPage(*msg->page, NULL, JS::UndefinedHandleValue);
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}
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MESSAGEHANDLER(GuiMouseButtonEvent)
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{
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SDL_Event ev{};
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ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
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ev.button.button = msg->button;
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ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED;
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ev.button.clicks = msg->clicks;
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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ev.button.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
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ev.button.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
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in_dispatch_event(ev);
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}
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MESSAGEHANDLER(GuiMouseMotionEvent)
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{
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SDL_Event ev{};
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ev.type = SDL_MOUSEMOTION;
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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ev.motion.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
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ev.motion.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
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in_dispatch_event(ev);
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}
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MESSAGEHANDLER(GuiKeyEvent)
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{
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SDL_Event ev{};
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ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP;
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ev.key.keysym.sym = static_cast<SDL_Keycode>(static_cast<int>(msg->sdlkey));
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ev.key.keysym.scancode = SDL_GetScancodeFromKey(static_cast<SDL_Keycode>(static_cast<int>(msg->sdlkey)));
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in_dispatch_event(ev);
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}
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MESSAGEHANDLER(GuiCharEvent)
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{
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// Simulate special 'text input' events in the SDL
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// This isn't quite compatible with WXWidget's handling,
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// so to avoid trouble we only send 'letter-like' ASCII input.
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SDL_Event ev{};
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ev.type = SDL_TEXTEDITING;
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ev.text.type = SDL_TEXTEDITING;
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ev.text.text[0] = static_cast<char>(msg->sdlkey);
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ev.text.text[1] = '\0';
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in_dispatch_event(ev);
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ev.type = SDL_TEXTINPUT;
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ev.text.type = SDL_TEXTINPUT;
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ev.text.text[0] = static_cast<char>(msg->sdlkey);
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ev.text.text[1] = '\0';
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in_dispatch_event(ev);
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}
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} // namespace AtlasMessage
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