0ad/source/simulation2/components/CCmpCinemaManager.cpp
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
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.
2016-01-23 15:17:56 +00:00

243 lines
8.3 KiB
C++

/* Copyright (C) 2016 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpCinemaManager.h"
#include "graphics/GameView.h"
#include "graphics/CinemaManager.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/Simulation2.h"
class CCmpCinemaManager : public ICmpCinemaManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
}
DEFAULT_COMPONENT_ALLOCATOR(CinemaManager)
static std::string GetSchema()
{
return "<a:component type='system'/>"
"<empty/>"
;
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
// ...
}
virtual void Deinit()
{
// ...
}
virtual void Serialize(ISerializer& serialize)
{
if (!g_Game || !g_Game->GetView())
return;
CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
serialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
serialize.NumberU32_Unbounded("NumberOfPaths", p_CinematicSimulationData->m_Paths.size());
for (auto it : p_CinematicSimulationData->m_Paths)
{
CCinemaPath& path = it.second;
const CCinemaData* data = path.GetData();
// TODO: maybe implement String_Unbounded
serialize.String("PathName", data->m_Name, 1, 2048);
serialize.String("PathOrientation", data->m_Orientation, 1, 2048);
serialize.String("PathMode", data->m_Mode, 1, 2048);
serialize.String("PathStyle", data->m_Style, 1, 2048);
serialize.NumberFixed_Unbounded("PathTimescale", data->m_Timescale);
serialize.Bool("LookAtTarget", data->m_LookAtTarget);
serialize.NumberU32("NumberOfNodes", path.GetAllNodes().size(), 1, MAX_SPLINE_NODES);
const std::vector<SplineData>& nodes = path.GetAllNodes();
for (size_t i = 0; i < nodes.size(); ++i)
{
if (i > 0)
serialize.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
else
serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
serialize.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
serialize.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
serialize.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
serialize.NumberFixed_Unbounded("RotationX", nodes[i].Rotation.X);
serialize.NumberFixed_Unbounded("RotationY", nodes[i].Rotation.Y);
serialize.NumberFixed_Unbounded("RotationZ", nodes[i].Rotation.Z);
}
if (!data->m_LookAtTarget)
continue;
const std::vector<SplineData>& targetNodes = path.getTargetSpline()->GetAllNodes();
serialize.NumberU32("NumberOfTargetNodes", targetNodes.size(), 1, MAX_SPLINE_NODES);
for (size_t i = 0; i < targetNodes.size(); ++i)
{
if (i > 0)
serialize.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
else
serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
serialize.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
serialize.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
serialize.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
}
}
}
virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
if (!g_Game || !g_Game->GetView())
return;
CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
deserialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
uint32_t numberOfPaths = 0;
deserialize.NumberU32_Unbounded("NumberOfPaths", numberOfPaths);
for (uint32_t i = 0; i < numberOfPaths; ++i)
{
CCinemaData data;
deserialize.String("PathName", data.m_Name, 1, 2048);
deserialize.String("PathOrientation", data.m_Orientation, 1, 2048);
deserialize.String("PathMode", data.m_Mode, 1, 2048);
deserialize.String("PathStyle", data.m_Style, 1, 2048);
deserialize.NumberFixed_Unbounded("PathTimescale", data.m_Timescale);
deserialize.Bool("LookAtTarget", data.m_LookAtTarget);
TNSpline pathSpline, targetSpline;
uint32_t numberOfNodes = 0;
deserialize.NumberU32("NumberOfNodes", numberOfNodes, 1, MAX_SPLINE_NODES);
for (uint32_t j = 0; j < numberOfNodes; ++j)
{
SplineData node;
deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
deserialize.NumberFixed_Unbounded("RotationX", node.Rotation.X);
deserialize.NumberFixed_Unbounded("RotationY", node.Rotation.Y);
deserialize.NumberFixed_Unbounded("RotationZ", node.Rotation.Z);
pathSpline.AddNode(node.Position, node.Rotation, node.Distance);
}
if (data.m_LookAtTarget)
{
uint32_t numberOfTargetNodes = 0;
deserialize.NumberU32("NumberOfTargetNodes", numberOfTargetNodes, 1, MAX_SPLINE_NODES);
for (uint32_t j = 0; j < numberOfTargetNodes; ++j)
{
SplineData node;
deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
targetSpline.AddNode(node.Position, CFixedVector3D(), node.Distance);
}
}
// Construct cinema path with data gathered
CCinemaPath path(data, pathSpline, targetSpline);
p_CinematicSimulationData->m_Paths[data.m_Name] = path;
}
g_Game->GetView()->GetCinema()->SetEnabled(p_CinematicSimulationData->m_Enabled);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
if (!g_Game || !g_Game->GetView())
return;
switch (msg.GetType())
{
case MT_Update:
{
const CMessageUpdate &msgData = static_cast<const CMessageUpdate&>(msg);
CinematicSimulationData* pCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
if (!pCinematicSimulationData->m_Enabled)
break;
if (pCinematicSimulationData->m_ElapsedTime >= pCinematicSimulationData->m_TotalTime)
{
pCinematicSimulationData->m_ElapsedTime = fixed::Zero();
pCinematicSimulationData->m_TotalTime = fixed::Zero();
g_Game->GetView()->GetCinema()->SetEnabled(false);
g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, CMessageCinemaQueueEnded());
}
else
{
pCinematicSimulationData->m_ElapsedTime += msgData.turnLength;
pCinematicSimulationData->m_CurrentPathElapsedTime += msgData.turnLength;
if (pCinematicSimulationData->m_CurrentPathElapsedTime >= pCinematicSimulationData->m_PathQueue.front().GetDuration())
{
CMessageCinemaPathEnded msgCinemaPathEnded(pCinematicSimulationData->m_PathQueue.front().GetName());
pCinematicSimulationData->m_PathQueue.pop_front();
g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, msgCinemaPathEnded);
}
}
break;
}
default:
break;
}
}
virtual void AddCinemaPathToQueue(const CStrW& name)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->AddPathToQueue(name);
CinematicSimulationData* pGetCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
pGetCinematicSimulationData->m_TotalTime += pGetCinematicSimulationData->m_Paths[name].GetDuration();
}
virtual void Play()
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->Play();
g_Game->GetView()->GetCinema()->SetEnabled(true);
}
virtual void Stop()
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->Stop();
g_Game->GetView()->GetCinema()->SetEnabled(false);
}
};
REGISTER_COMPONENT_TYPE(CinemaManager)