mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 22:03:56 -07:00
Using references matches the C++ coding style better and should improve performance a bit in theory. It avoids 2 copies of T in case of the functions registered with RegisterFunction (mainy used in the GUI). It should also avoid one or two copies in case of DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I haven't bothered to count it there exactly. It is now predefined which types have to be passed by const reference and which are passed by value. Note that references can't be used as out-parameters (to return multiple values to JS). This hasn't worked before either and probably never will. This was SVN commit r17696.
243 lines
8.3 KiB
C++
243 lines
8.3 KiB
C++
/* Copyright (C) 2016 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 "simulation2/system/Component.h"
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#include "ICmpCinemaManager.h"
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#include "graphics/GameView.h"
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#include "graphics/CinemaManager.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/Simulation2.h"
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class CCmpCinemaManager : public ICmpCinemaManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update);
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}
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DEFAULT_COMPONENT_ALLOCATOR(CinemaManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/>"
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"<empty/>"
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;
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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// ...
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}
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virtual void Deinit()
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{
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// ...
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}
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virtual void Serialize(ISerializer& serialize)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
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serialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
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serialize.NumberU32_Unbounded("NumberOfPaths", p_CinematicSimulationData->m_Paths.size());
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for (auto it : p_CinematicSimulationData->m_Paths)
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{
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CCinemaPath& path = it.second;
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const CCinemaData* data = path.GetData();
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// TODO: maybe implement String_Unbounded
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serialize.String("PathName", data->m_Name, 1, 2048);
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serialize.String("PathOrientation", data->m_Orientation, 1, 2048);
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serialize.String("PathMode", data->m_Mode, 1, 2048);
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serialize.String("PathStyle", data->m_Style, 1, 2048);
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serialize.NumberFixed_Unbounded("PathTimescale", data->m_Timescale);
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serialize.Bool("LookAtTarget", data->m_LookAtTarget);
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serialize.NumberU32("NumberOfNodes", path.GetAllNodes().size(), 1, MAX_SPLINE_NODES);
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const std::vector<SplineData>& nodes = path.GetAllNodes();
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for (size_t i = 0; i < nodes.size(); ++i)
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{
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if (i > 0)
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serialize.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
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else
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serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
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serialize.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
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serialize.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
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serialize.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
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serialize.NumberFixed_Unbounded("RotationX", nodes[i].Rotation.X);
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serialize.NumberFixed_Unbounded("RotationY", nodes[i].Rotation.Y);
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serialize.NumberFixed_Unbounded("RotationZ", nodes[i].Rotation.Z);
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}
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if (!data->m_LookAtTarget)
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continue;
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const std::vector<SplineData>& targetNodes = path.getTargetSpline()->GetAllNodes();
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serialize.NumberU32("NumberOfTargetNodes", targetNodes.size(), 1, MAX_SPLINE_NODES);
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for (size_t i = 0; i < targetNodes.size(); ++i)
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{
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if (i > 0)
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serialize.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
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else
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serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
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serialize.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
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serialize.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
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serialize.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
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}
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}
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}
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virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
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deserialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
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uint32_t numberOfPaths = 0;
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deserialize.NumberU32_Unbounded("NumberOfPaths", numberOfPaths);
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for (uint32_t i = 0; i < numberOfPaths; ++i)
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{
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CCinemaData data;
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deserialize.String("PathName", data.m_Name, 1, 2048);
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deserialize.String("PathOrientation", data.m_Orientation, 1, 2048);
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deserialize.String("PathMode", data.m_Mode, 1, 2048);
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deserialize.String("PathStyle", data.m_Style, 1, 2048);
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deserialize.NumberFixed_Unbounded("PathTimescale", data.m_Timescale);
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deserialize.Bool("LookAtTarget", data.m_LookAtTarget);
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TNSpline pathSpline, targetSpline;
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uint32_t numberOfNodes = 0;
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deserialize.NumberU32("NumberOfNodes", numberOfNodes, 1, MAX_SPLINE_NODES);
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for (uint32_t j = 0; j < numberOfNodes; ++j)
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{
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SplineData node;
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deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
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deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
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deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
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deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
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deserialize.NumberFixed_Unbounded("RotationX", node.Rotation.X);
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deserialize.NumberFixed_Unbounded("RotationY", node.Rotation.Y);
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deserialize.NumberFixed_Unbounded("RotationZ", node.Rotation.Z);
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pathSpline.AddNode(node.Position, node.Rotation, node.Distance);
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}
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if (data.m_LookAtTarget)
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{
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uint32_t numberOfTargetNodes = 0;
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deserialize.NumberU32("NumberOfTargetNodes", numberOfTargetNodes, 1, MAX_SPLINE_NODES);
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for (uint32_t j = 0; j < numberOfTargetNodes; ++j)
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{
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SplineData node;
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deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
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deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
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deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
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deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
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targetSpline.AddNode(node.Position, CFixedVector3D(), node.Distance);
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}
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}
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// Construct cinema path with data gathered
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CCinemaPath path(data, pathSpline, targetSpline);
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p_CinematicSimulationData->m_Paths[data.m_Name] = path;
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}
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g_Game->GetView()->GetCinema()->SetEnabled(p_CinematicSimulationData->m_Enabled);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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if (!g_Game || !g_Game->GetView())
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return;
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switch (msg.GetType())
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{
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case MT_Update:
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{
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const CMessageUpdate &msgData = static_cast<const CMessageUpdate&>(msg);
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CinematicSimulationData* pCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
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if (!pCinematicSimulationData->m_Enabled)
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break;
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if (pCinematicSimulationData->m_ElapsedTime >= pCinematicSimulationData->m_TotalTime)
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{
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pCinematicSimulationData->m_ElapsedTime = fixed::Zero();
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pCinematicSimulationData->m_TotalTime = fixed::Zero();
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g_Game->GetView()->GetCinema()->SetEnabled(false);
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g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, CMessageCinemaQueueEnded());
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}
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else
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{
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pCinematicSimulationData->m_ElapsedTime += msgData.turnLength;
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pCinematicSimulationData->m_CurrentPathElapsedTime += msgData.turnLength;
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if (pCinematicSimulationData->m_CurrentPathElapsedTime >= pCinematicSimulationData->m_PathQueue.front().GetDuration())
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{
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CMessageCinemaPathEnded msgCinemaPathEnded(pCinematicSimulationData->m_PathQueue.front().GetName());
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pCinematicSimulationData->m_PathQueue.pop_front();
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g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, msgCinemaPathEnded);
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}
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}
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break;
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}
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default:
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break;
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}
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}
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virtual void AddCinemaPathToQueue(const CStrW& name)
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->GetCinema()->AddPathToQueue(name);
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CinematicSimulationData* pGetCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
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pGetCinematicSimulationData->m_TotalTime += pGetCinematicSimulationData->m_Paths[name].GetDuration();
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}
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virtual void Play()
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->GetCinema()->Play();
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g_Game->GetView()->GetCinema()->SetEnabled(true);
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}
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virtual void Stop()
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{
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if (!g_Game || !g_Game->GetView())
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return;
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g_Game->GetView()->GetCinema()->Stop();
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g_Game->GetView()->GetCinema()->SetEnabled(false);
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}
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};
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REGISTER_COMPONENT_TYPE(CinemaManager)
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