0ad/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
historic_bruno b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00

1081 lines
31 KiB
C++

/* Copyright (C) 2015 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 "ScenarioEditor.h"
#include "wx/busyinfo.h"
#include "wx/clipbrd.h"
#include "wx/config.h"
#include "wx/dir.h"
#include "wx/evtloop.h"
#include "wx/ffile.h"
#include "wx/filename.h"
#include "wx/image.h"
#include "wx/sstream.h"
#include "wx/sysopt.h"
#include "wx/tooltip.h"
#include "wx/xml/xml.h"
#include "General/AtlasEventLoop.h"
#include "General/Datafile.h"
#include "CustomControls/Buttons/ToolButton.h"
#include "CustomControls/Canvas/Canvas.h"
#include "CustomControls/HighResTimer/HighResTimer.h"
#include "CustomControls/MapDialog/MapDialog.h"
#include "GameInterface/MessagePasser.h"
#include "GameInterface/Messages.h"
#include "Misc/KeyMap.h"
#include "Tools/Common/Tools.h"
#include "Tools/Common/Brushes.h"
#include "Tools/Common/MiscState.h"
static HighResTimer g_Timer;
using namespace AtlasMessage;
//////////////////////////////////////////////////////////////////////////
// GL functions exported from DLL, and called by game (in a separate
// thread to the standard wx one)
ATLASDLLIMPEXP void Atlas_GLSetCurrent(void* canvas)
{
static_cast<Canvas*>(canvas)->SetCurrent();
}
ATLASDLLIMPEXP void Atlas_GLSwapBuffers(void* canvas)
{
static_cast<Canvas*>(canvas)->SwapBuffers();
}
//////////////////////////////////////////////////////////////////////////
class GameCanvas : public Canvas
{
public:
GameCanvas(ScenarioEditor& scenarioEditor, wxWindow* parent, int* attribList)
: Canvas(parent, attribList, wxWANTS_CHARS),
m_ScenarioEditor(scenarioEditor), m_MouseState(NONE), m_LastMouseState(NONE)
{
}
private:
bool KeyScroll(wxKeyEvent& evt, bool enable)
{
int dir;
switch (evt.GetKeyCode())
{
case 'A': case WXK_LEFT: dir = eScrollConstantDir::LEFT; break;
case 'D': case WXK_RIGHT: dir = eScrollConstantDir::RIGHT; break;
case 'W': case WXK_UP: dir = eScrollConstantDir::FORWARDS; break;
case 'S': case WXK_DOWN: dir = eScrollConstantDir::BACKWARDS; break;
case 'Q': case '[': dir = eScrollConstantDir::CLOCKWISE; break;
case 'E': case ']': dir = eScrollConstantDir::ANTICLOCKWISE; break;
case WXK_SHIFT: case WXK_CONTROL: dir = -1; break;
default: return false;
}
float speed = 120.f * ScenarioEditor::GetSpeedModifier();
if (dir == -1) // changed modifier keys - update all currently-scrolling directions
{
if (wxGetKeyState(WXK_LEFT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, speed));
if (wxGetKeyState(WXK_RIGHT)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, speed));
if (wxGetKeyState(WXK_UP)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, speed));
if (wxGetKeyState(WXK_DOWN)) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, speed));
if (wxGetKeyState((wxKeyCode)'[')) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::CLOCKWISE, speed));
if (wxGetKeyState((wxKeyCode)']')) POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::ANTICLOCKWISE, speed));
return false;
}
else
{
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, dir, enable ? speed : 0.0f));
return true;
}
}
void OnKeyDown(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_DOWN))
{
// Key event has been handled by the tool, so don't try
// to use it for camera motion too
return;
}
if (KeyScroll(evt, true))
return;
// Slight hack: Only pass 'special' keys; normal keys will generate a translated Char event instead
if (evt.GetKeyCode() >= 256)
POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), true));
evt.Skip();
}
void OnKeyUp(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_UP))
return;
if (KeyScroll(evt, false))
return;
// Slight hack: Only pass 'special' keys; normal keys will generate a translated Char event instead
if (evt.GetKeyCode() >= 256)
POST_MESSAGE(GuiKeyEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey(), false));
evt.Skip();
}
void OnChar(wxKeyEvent& evt)
{
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnKey(evt, ITool::KEY_CHAR))
return;
// Alt+enter toggles fullscreen
if (evt.GetKeyCode() == WXK_RETURN && wxGetKeyState(WXK_ALT))
{
if (m_ScenarioEditor.IsFullScreen())
m_ScenarioEditor.ShowFullScreen(false);
else
m_ScenarioEditor.ShowFullScreen(true, wxFULLSCREEN_NOBORDER | wxFULLSCREEN_NOCAPTION);
return;
}
if (evt.GetKeyCode() == 'c')
{
POST_MESSAGE(CameraReset, ());
return;
}
int dir = 0;
if (evt.GetKeyCode() == '-' || evt.GetKeyCode() == '_')
dir = -1;
else if (evt.GetKeyCode() == '+' || evt.GetKeyCode() == '=')
dir = +1;
// TODO: internationalisation (-/_ and +/= don't always share a key)
if (dir)
{
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, speed*dir));
}
else
{
// Slight hack: Only pass 'normal' keys; special keys will generate a KeyDown/KeyUp event instead
if (evt.GetKeyCode() < 256)
POST_MESSAGE(GuiCharEvent, (GetSDLKeyFromWxKeyCode(evt.GetKeyCode()), evt.GetUnicodeKey()));
evt.Skip();
}
}
void OnKillFocus(wxFocusEvent& evt)
{
// Stop any scrolling, since otherwise we'll carry on forever if
// we lose focus and the KeyUp events go to a different window
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::LEFT, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::RIGHT, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::FORWARDS, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::BACKWARDS, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::CLOCKWISE, 0.0f));
POST_MESSAGE(ScrollConstant, (eRenderView::GAME, eScrollConstantDir::ANTICLOCKWISE, 0.0f));
evt.Skip();
}
virtual void HandleMouseEvent(wxMouseEvent& evt)
{
// TODO or at least to think about: When using other controls in the
// editor, it's annoying that keyboard/scrollwheel no longer navigate
// around the world until you click on it.
// Setting focus back whenever the mouse moves over the GL window
// feels like a fairly natural solution to me, since I can use
// e.g. brush-editing controls normally, and then move the mouse to
// see the brush outline and magically get given back full control
// of the camera.
if (evt.Moving())
SetFocus();
if (m_ScenarioEditor.GetToolManager().GetCurrentTool()->OnMouse(evt))
{
// Mouse event has been handled by the tool, so don't try
// to use it for camera motion too
return;
}
// Global mouse event handlers (for camera motion)
if (evt.GetWheelRotation())
{
float speed = 16.f * ScenarioEditor::GetSpeedModifier();
POST_MESSAGE(SmoothZoom, (eRenderView::GAME, evt.GetWheelRotation() * speed / evt.GetWheelDelta()));
}
else
{
if (evt.MiddleIsDown())
{
if (wxGetKeyState(WXK_CONTROL) || evt.RightIsDown())
m_MouseState = ROTATEAROUND;
else
m_MouseState = SCROLL;
}
else
m_MouseState = NONE;
if (m_MouseState != m_LastMouseState)
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::FROM, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::FROM, evt.GetPosition())); break;
default: wxFAIL;
}
m_LastMouseState = m_MouseState;
}
else if (evt.Dragging())
{
switch (m_MouseState)
{
case NONE: break;
case SCROLL: POST_MESSAGE(Scroll, (eRenderView::GAME, eScrollType::TO, evt.GetPosition())); break;
case ROTATEAROUND: POST_MESSAGE(RotateAround, (eRenderView::GAME, eRotateAroundType::TO, evt.GetPosition())); break;
default: wxFAIL;
}
}
}
// Button down and double click appear to be mutually exclusive events,
// meaning a second button down event is not sent before a double click
if (evt.ButtonDown() || evt.ButtonDClick())
POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), true, evt.GetPosition()));
else if (evt.ButtonUp())
POST_MESSAGE(GuiMouseButtonEvent, (evt.GetButton(), false, evt.GetPosition()));
else if (evt.GetEventType() == wxEVT_MOTION)
POST_MESSAGE(GuiMouseMotionEvent, (evt.GetPosition()));
}
enum { NONE, SCROLL, ROTATEAROUND };
int m_MouseState, m_LastMouseState;
ScenarioEditor& m_ScenarioEditor;
DECLARE_EVENT_TABLE();
};
BEGIN_EVENT_TABLE(GameCanvas, Canvas)
EVT_KEY_DOWN(GameCanvas::OnKeyDown)
EVT_KEY_UP(GameCanvas::OnKeyUp)
EVT_CHAR(GameCanvas::OnChar)
EVT_KILL_FOCUS(GameCanvas::OnKillFocus)
END_EVENT_TABLE()
//////////////////////////////////////////////////////////////////////////
volatile bool g_FrameHasEnded;
// Called from game thread
ATLASDLLIMPEXP void Atlas_NotifyEndOfFrame()
{
g_FrameHasEnded = true;
}
enum
{
ID_Quit = 1,
ID_New,
ID_Open,
ID_Save,
ID_SaveAs,
ID_ImportHeightmap,
ID_Copy,
ID_Paste,
ID_Wireframe,
ID_MessageTrace,
ID_Screenshot,
ID_BigScreenshot,
ID_JavaScript,
ID_CameraReset,
ID_RenderPathFixed,
ID_RenderPathShader,
ID_DumpState,
ID_DumpBinaryState,
ID_Toolbar // must be last in the list
};
BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
EVT_CLOSE(ScenarioEditor::OnClose)
EVT_TIMER(wxID_ANY, ScenarioEditor::OnTimer)
EVT_MENU(ID_New, ScenarioEditor::OnNew)
EVT_MENU(ID_Open, ScenarioEditor::OnOpen)
EVT_MENU(ID_Save, ScenarioEditor::OnSave)
EVT_MENU(ID_SaveAs, ScenarioEditor::OnSaveAs)
EVT_MENU(ID_ImportHeightmap, ScenarioEditor::OnImportHeightmap)
EVT_MENU_RANGE(wxID_FILE1, wxID_FILE9, ScenarioEditor::OnMRUFile)
EVT_MENU(ID_Quit, ScenarioEditor::OnQuit)
EVT_MENU(wxID_UNDO, ScenarioEditor::OnUndo)
EVT_MENU(wxID_REDO, ScenarioEditor::OnRedo)
EVT_MENU(ID_Copy, ScenarioEditor::OnCopy)
EVT_MENU(ID_Paste, ScenarioEditor::OnPaste)
EVT_MENU(ID_Wireframe, ScenarioEditor::OnWireframe)
EVT_MENU(ID_MessageTrace, ScenarioEditor::OnMessageTrace)
EVT_MENU(ID_Screenshot, ScenarioEditor::OnScreenshot)
EVT_MENU(ID_BigScreenshot, ScenarioEditor::OnScreenshot)
EVT_MENU(ID_JavaScript, ScenarioEditor::OnJavaScript)
EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
EVT_MENU(ID_DumpState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_DumpBinaryState, ScenarioEditor::OnDumpState)
EVT_MENU(ID_RenderPathFixed, ScenarioEditor::OnRenderPath)
EVT_MENU(ID_RenderPathShader, ScenarioEditor::OnRenderPath)
EVT_MENU_OPEN(ScenarioEditor::OnMenuOpen)
EVT_IDLE(ScenarioEditor::OnIdle)
END_EVENT_TABLE()
static AtlasWindowCommandProc g_CommandProc;
AtlasWindowCommandProc& ScenarioEditor::GetCommandProc() { return g_CommandProc; }
ScenarioEditor::ScenarioEditor(wxWindow* parent)
: wxFrame(parent, wxID_ANY, _T(""), wxDefaultPosition, wxSize(1024, 768))
, m_FileHistory(_T("Scenario Editor"))
, m_ObjectSettings(g_SelectedObjects, AtlasMessage::eRenderView::GAME)
, m_ToolManager(this)
{
// Global application initialisation:
wxImage::AddHandler(new wxICOHandler);
/* "osx.openfiledialog.always-show-types: Per default a wxFileDialog with wxFD_OPEN
does not show a types-popup on OSX but allows the selection of files from any of
the supported types. Setting this to 1 shows a wxChoice for selection (if there
is more than one supported filetype)." */
wxSystemOptions::SetOption(_T("osx.openfiledialog.always-show-types"), 1); // has global effect
// wxLog::SetTraceMask(wxTraceMessages);
g_SelectedTexture = _T("grass1_spring");
g_SelectedTexture.NotifyObservers();
SetOpenFilename(_T(""));
#if defined(__WXMSW__)
m_Icon = wxIcon(_T("ICON_ScenarioEditor")); // load from atlas.rc
#else
{
const wxString relativePath (_T("tools/atlas/icons/ScenarioEditor.ico"));
wxFileName filename (relativePath, wxPATH_UNIX);
filename.MakeAbsolute(Datafile::GetDataDirectory());
m_Icon = wxIcon(filename.GetFullPath(), wxBITMAP_TYPE_ICO);
}
#endif
SetIcon(m_Icon);
wxToolTip::Enable(true);
wxImage::AddHandler(new wxPNGHandler);
//////////////////////////////////////////////////////////////////////////
// Do some early game initialisation:
// (This must happen before constructing the GL canvas.)
POST_MESSAGE(Init, ());
// Wait for it to finish running Init
qPing qry;
qry.Post();
//////////////////////////////////////////////////////////////////////////
// Menu
wxMenuBar* menuBar = new wxMenuBar;
SetMenuBar(menuBar);
wxMenu *menuFile = new wxMenu;
menuBar->Append(menuFile, _("&File"));
{
menuFile->Append(ID_New, _("&New..."));
menuFile->Append(ID_Open, _("&Open..."));
menuFile->Append(ID_Save, _("&Save"));
menuFile->Append(ID_SaveAs, _("Save &As..."));
menuFile->AppendSeparator();//-----------
menuFile->Append(ID_ImportHeightmap, _("&Import Heightmap..."));
menuFile->AppendSeparator();//-----------
menuFile->Append(ID_Quit, _("E&xit"));
m_FileHistory.UseMenu(menuFile);//-------
m_FileHistory.AddFilesToMenu();
}
// m_menuItem_Save = menuFile->FindItem(ID_Save); // remember this item, to let it be greyed out
// wxASSERT(m_menuItem_Save);
wxMenu *menuEdit = new wxMenu;
menuBar->Append(menuEdit, _("&Edit"));
{
menuEdit->Append(wxID_UNDO, _("&Undo"));
menuEdit->Append(wxID_REDO, _("&Redo"));
menuEdit->AppendSeparator();
menuEdit->Append(ID_Copy, _("&Copy"));
menuEdit->Enable(ID_Copy, false);
menuEdit->Append(ID_Paste, _("&Paste"));
menuEdit->Enable(ID_Paste, false);
}
g_SelectedObjects.RegisterObserver(0, &ScenarioEditor::OnSelectedObjectsChange, this);
GetCommandProc().SetEditMenu(menuEdit);
GetCommandProc().Initialize();
wxMenu *menuMisc = new wxMenu;
menuBar->Append(menuMisc, _("&Misc hacks"));
{
menuMisc->AppendCheckItem(ID_Wireframe, _("&Wireframe"));
menuMisc->AppendCheckItem(ID_MessageTrace, _("Message debug trace"));
menuMisc->Append(ID_Screenshot, _("&Screenshot"));
menuMisc->Append(ID_BigScreenshot, _("Big screenshot"));
menuMisc->Append(ID_JavaScript, _("&JS console"));
menuMisc->Append(ID_CameraReset, _("&Reset camera"));
wxMenu *menuSS = new wxMenu;
menuMisc->AppendSubMenu(menuSS, _("Si&mulation state"));
menuSS->Append(ID_DumpState, _("&Dump to disk"));
menuSS->Append(ID_DumpBinaryState, _("Dump &binary to disk"));
wxMenu *menuRP = new wxMenu;
menuMisc->AppendSubMenu(menuRP, _("Render &path"));
menuRP->Append(ID_RenderPathFixed, _("&Fixed function"));
menuRP->Append(ID_RenderPathShader, _("&Shader (default)"));
}
m_FileHistory.LoadFromSubDir(*wxConfigBase::Get());
m_SectionLayout.SetWindow(this);
// Toolbar:
// wxOSX/Cocoa 2.9 doesn't seem to like SetToolBar, so we use CreateToolBar which implicitly associates
// the toolbar with the frame, and use OnCreateToolBar to construct our custom toolbar
// (this should be equivalent behavior on all platforms)
CreateToolBar(wxNO_BORDER|wxTB_FLAT|wxTB_HORIZONTAL, ID_Toolbar)->Realize();
// Set the default tool to be selected
m_ToolManager.SetCurrentTool(_T(""));
// Set up GL canvas:
int glAttribList[] = {
WX_GL_RGBA,
WX_GL_DOUBLEBUFFER,
WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
WX_GL_STENCIL_SIZE, 8,
WX_GL_BUFFER_SIZE, 24, // color bits
WX_GL_MIN_ALPHA, 8, // alpha bits
0
};
Canvas* canvas = new GameCanvas(*this, m_SectionLayout.GetCanvasParent(), glAttribList);
m_SectionLayout.SetCanvas(canvas);
// Set up sidebars:
m_SectionLayout.Build(*this);
#if defined(__WXMSW__)
// The canvas' context gets made current on creation; but it can only be
// current for one thread at a time, and it needs to be current for the
// thread that is doing the draw calls, so disable it for this one.
wglMakeCurrent(NULL, NULL);
#elif defined(__WXGTK__) || defined(__WXOSX__) || defined(__WXMAC__)
// Need to make sure the canvas is realised, so that its context is valid
// this solves the "invalid drawable" error
Show(true);
Raise();
#endif
#ifdef __WXGTK__
// TODO: wxSafeYield causes issues on wxOSX 2.9, is it necessary?
wxSafeYield();
#endif
// Send setup messages to game engine:
POST_MESSAGE(InitSDL, ());
POST_MESSAGE(SetCanvas, (static_cast<wxGLCanvas*>(canvas),
canvas->GetClientSize().GetWidth(), canvas->GetClientSize().GetHeight()));
POST_MESSAGE(InitGraphics, ());
canvas->InitSize();
// Start with a blank map (so that the editor can assume there's always
// a valid map loaded)
POST_MESSAGE(LoadMap, (_T("maps/scenarios/_default.xml")));
POST_MESSAGE(SimPlay, (0.f, false));
// Select the initial sidebar (after the map has loaded)
m_SectionLayout.SelectPage(_T("MapSidebar"));
// Wait for blank map
qry.Post();
POST_MESSAGE(RenderEnable, (eRenderView::GAME));
// Set up a timer to make sure tool-updates happen frequently (in addition
// to the idle handler (which makes them happen more frequently if there's nothing
// else to do))
m_Timer.SetOwner(this);
m_Timer.Start(20);
}
wxToolBar* ScenarioEditor::OnCreateToolBar(long style, wxWindowID id, const wxString& WXUNUSED(name))
{
ToolButtonBar* toolbar = new ToolButtonBar(m_ToolManager, this, &m_SectionLayout, id, style);
// TODO: configurable small vs large icon images
// (button label; tooltip text; image; internal tool name; section to switch to)
toolbar->AddToolButton(_("Default"), _("Default"), _T("default.png"), _T(""), _T(""));
toolbar->AddToolButton(_("Move"), _("Move/rotate object"), _T("moveobject.png"), _T("TransformObject"), _T("")/*_T("ObjectSidebar")*/);
toolbar->AddToolButton(_("Elevation"), _("Alter terrain elevation"), _T("alterelevation.png"), _T("AlterElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Smooth"), _("Smooth terrain elevation"), _T("smoothelevation.png"), _T("SmoothElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Flatten"), _("Flatten terrain elevation"), _T("flattenelevation.png"), _T("FlattenElevation"), _T("")/*_T("TerrainSidebar")*/);
toolbar->AddToolButton(_("Paint Terrain"), _("Paint terrain texture"), _T("paintterrain.png"), _T("PaintTerrain"), _T("")/*_T("TerrainSidebar")*/);
return toolbar;
}
float ScenarioEditor::GetSpeedModifier()
{
if (wxGetKeyState(WXK_SHIFT) && wxGetKeyState(WXK_CONTROL))
return 1.f/64.f;
else if (wxGetKeyState(WXK_CONTROL))
return 1.f/4.f;
else if (wxGetKeyState(WXK_SHIFT))
return 4.f;
else
return 1.f;
}
void ScenarioEditor::OnClose(wxCloseEvent& event)
{
if (event.CanVeto() && GetCommandProc().IsDirty())
{
if (wxMessageBox(_T("You have unsaved changes. Are you sure you want to quit?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES)
{
event.Veto();
return;
}
}
m_ToolManager.SetCurrentTool(_T(""));
m_FileHistory.SaveToSubDir(*wxConfigBase::Get());
POST_MESSAGE(Shutdown, ());
qExit().Post();
// blocks until engine has noticed the message, so we won't be
// destroying the GLCanvas while it's still rendering
Destroy();
}
static void UpdateTool(ToolManager& toolManager)
{
// Don't keep posting events if the game can't keep up
if (g_FrameHasEnded)
{
g_FrameHasEnded = false; // (thread safety doesn't matter here)
// TODO: Smoother timing stuff?
static double last = g_Timer.GetTime();
double time = g_Timer.GetTime();
toolManager.GetCurrentTool()->OnTick(time-last);
last = time;
}
}
void ScenarioEditor::OnTimer(wxTimerEvent&)
{
UpdateTool(m_ToolManager);
}
void ScenarioEditor::OnIdle(wxIdleEvent&)
{
UpdateTool(m_ToolManager);
}
void ScenarioEditor::OnQuit(wxCommandEvent&)
{
Close();
}
void ScenarioEditor::OnUndo(wxCommandEvent&)
{
GetCommandProc().Undo();
}
void ScenarioEditor::OnRedo(wxCommandEvent&)
{
GetCommandProc().Redo();
}
void ScenarioEditor::OnCopy(wxCommandEvent& WXUNUSED(event))
{
if (GetToolManager().GetCurrentToolName() == _T("TransformObject"))
GetToolManager().GetCurrentTool()->OnCommand(_T("copy"), NULL);
}
void ScenarioEditor::OnPaste(wxCommandEvent& WXUNUSED(event))
{
if (GetToolManager().GetCurrentToolName() != _T("TransformObject"))
GetToolManager().SetCurrentTool(_T("TransformObject"), NULL);
GetToolManager().GetCurrentTool()->OnCommand(_T("paste"), NULL);
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OnNew(wxCommandEvent& WXUNUSED(event))
{
if (wxMessageBox(_("Discard current map and start blank new map?"), _("New map"), wxOK|wxCANCEL|wxICON_QUESTION, this) == wxOK)
OpenFile(_T(""), _T("maps/scenarios/_default.xml"));
}
bool ScenarioEditor::OpenFile(const wxString& name, const wxString& filename)
{
wxBusyInfo busy(_("Loading ") + name);
wxBusyCursor busyc;
AtlasMessage::qVFSFileExists qry(filename.wc_str());
qry.Post();
if (!qry.exists)
return false;
// Deactivate tools, so they don't carry forwards into the new CWorld
// and crash.
m_ToolManager.SetCurrentTool(_T(""));
// TODO: clear the undo buffer, etc
std::wstring map(filename.wc_str());
POST_MESSAGE(LoadMap, (map));
SetOpenFilename(name);
{ // Wait for it to load, while the wxBusyInfo is telling the user that we're doing that
qPing qry;
qry.Post();
}
NotifyOnMapReload();
GetCommandProc().ClearCommands();
return true;
// TODO: Make this a non-undoable command
}
// TODO (eventually): replace all this file-handling stuff with the Workspace Editor
void ScenarioEditor::OnOpen(wxCommandEvent& WXUNUSED(event))
{
if (DiscardChangesDialog())
return;
MapDialog dlg (NULL, MAPDIALOG_OPEN, m_Icon);
if (dlg.ShowModal() == wxID_OK)
{
wxString filename = dlg.GetFilename();
if (!OpenFile(filename, filename))
wxLogError(_("Map '%ls' does not exist"), filename.c_str());
}
// TODO: Make this a non-undoable command
}
void ScenarioEditor::OnImportHeightmap(wxCommandEvent& WXUNUSED(event))
{
if (DiscardChangesDialog())
return;
wxFileDialog dlg (NULL, wxFileSelectorPromptStr,
_T(""), _T(""),
_T("Valid Image files|*.png;*.jpg;*.bmp|All files (*.*)|*.*"),
wxFD_OPEN);
// Set default filter
dlg.SetFilterIndex(0);
if (dlg.ShowModal() != wxID_OK)
return;
OpenFile(_T(""), _T("maps/scenarios/_default.xml"));
std::wstring image(dlg.GetPath().wc_str());
POST_MESSAGE(ImportHeightmap, (image));
// TODO: Make this a non-undoable command
}
void ScenarioEditor::OnMRUFile(wxCommandEvent& event)
{
wxString filename(m_FileHistory.GetHistoryFile(event.GetId() - wxID_FILE1));
// Handle old MRU filenames
if (filename.Mid(0, 5) != _T("maps/"))
{
filename = L"maps/scenarios/" + filename;
m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
}
if (DiscardChangesDialog())
return;
if (!OpenFile(filename, filename))
{
// Missing or invalid - warn and remove from MRU
wxLogError(_("Map '%ls' does not exist"), filename.c_str());
m_FileHistory.RemoveFileFromHistory(event.GetId() - wxID_FILE1);
}
}
void ScenarioEditor::OnSave(wxCommandEvent& event)
{
if (m_OpenFilename.IsEmpty())
{
OnSaveAs(event);
}
else
{
wxBusyInfo busy(_("Saving ") + m_OpenFilename);
wxBusyCursor busyc;
// Deactivate tools, so things like unit previews don't get saved.
// (TODO: Would be nicer to leave the tools active, and just not save
// the preview units.)
m_ToolManager.SetCurrentTool(_T(""));
std::wstring map(m_OpenFilename.wc_str());
POST_MESSAGE(SaveMap, (map));
// Wait for it to finish saving
qPing qry;
qry.Post();
GetCommandProc().MarkAsSaved();
}
}
void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
{
MapDialog dlg(NULL, MAPDIALOG_SAVE, m_Icon);
if (dlg.ShowModal() == wxID_OK)
{
wxString filename(dlg.GetFilename());
wxBusyInfo busy(_("Saving ") + filename);
wxBusyCursor busyc;
m_ToolManager.SetCurrentTool(_T(""));
std::wstring map(filename.wc_str());
POST_MESSAGE(SaveMap, (map));
SetOpenFilename(filename);
// Wait for it to finish saving
qPing qry;
qry.Post();
GetCommandProc().MarkAsSaved();
}
}
void ScenarioEditor::SetOpenFilename(const wxString& filename)
{
SetTitle(wxString::Format(_("Atlas - Scenario Editor - %s"),
(filename.IsEmpty() ? wxString(_("(untitled)")) : filename).c_str()));
m_OpenFilename = filename;
if (! filename.IsEmpty())
m_FileHistory.AddFileToHistory(filename);
}
void ScenarioEditor::NotifyOnMapReload()
{
m_SectionLayout.OnMapReload();
// Notify observers, here so it's independent of individual panels
m_MapSettings.NotifyObservers();
}
bool ScenarioEditor::DiscardChangesDialog()
{
return GetCommandProc().IsDirty() &&
wxMessageBox(_T("You have unsaved changes. Are you sure you want to open another map?"), _T("Discard unsaved changes?"), wxICON_QUESTION | wxYES_NO) != wxYES;
}
//////////////////////////////////////////////////////////////////////////
void ScenarioEditor::OnWireframe(wxCommandEvent& event)
{
POST_MESSAGE(RenderStyle, (event.IsChecked()));
}
void ScenarioEditor::OnMessageTrace(wxCommandEvent& event)
{
POST_MESSAGE(MessageTrace, (event.IsChecked()));
}
void ScenarioEditor::OnScreenshot(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_BigScreenshot:
POST_MESSAGE(Screenshot, (true, 10));
break;
case ID_Screenshot:
POST_MESSAGE(Screenshot, (false, 0));
break;
}
}
void ScenarioEditor::OnJavaScript(wxCommandEvent& WXUNUSED(event))
{
wxString cmd = ::wxGetTextFromUser(_T(""), _("JS command"), _T(""), this);
if (cmd.IsEmpty())
return;
POST_MESSAGE(JavaScript, ((std::wstring)cmd.wc_str()));
}
void ScenarioEditor::OnCameraReset(wxCommandEvent& WXUNUSED(event))
{
POST_MESSAGE(CameraReset, ());
}
void ScenarioEditor::OnRenderPath(wxCommandEvent& event)
{
switch (event.GetId())
{
case ID_RenderPathFixed:
POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"fixed"));
break;
case ID_RenderPathShader:
POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
break;
}
}
void ScenarioEditor::OnDumpState(wxCommandEvent& event)
{
wxDateTime time = wxDateTime::Now();
wxString filename;
bool doBinary = false;
switch (event.GetId())
{
case ID_DumpState:
filename = wxString::Format(_T("sim-dump-%d.txt"), time.GetTicks());
break;
case ID_DumpBinaryState:
doBinary = true;
filename = wxString::Format(_T("sim-dump-%d.dat"), time.GetTicks());
break;
}
qSimStateDebugDump q(doBinary);
q.Post();
std::wstring dump = *q.dump;
wxString state(dump.c_str());
wxFFile file(filename.c_str(), _T("w"));
if (file.IsOpened() && !file.Error())
{
file.Write(state);
file.Close();
}
else
{
wxLogError(_("Error writing to file '%ls'"), filename.c_str());
}
}
void ScenarioEditor::OnSelectedObjectsChange(const std::vector<ObjectID>& selectedObjects)
{
GetMenuBar()->Enable(ID_Copy, !selectedObjects.empty());
}
void ScenarioEditor::OnMenuOpen(wxMenuEvent& event)
{
// This could be done far more elegantly if wxMenuItem had changeable id.
wxMenu* pasteMenuItem = NULL;
event.GetMenu()->FindItem(ID_Paste, &pasteMenuItem);
GetMenuBar()->Enable(ID_Paste, false);
if (!pasteMenuItem)
return;
wxString content;
if (wxTheClipboard->Open())
{
if (wxTheClipboard->IsSupported(wxDF_TEXT))
{
wxTextDataObject data;
wxTheClipboard->GetData(data);
content = data.GetText();
}
wxTheClipboard->Close();
}
if (content.empty())
return;
wxInputStream* is = new wxStringInputStream(content);
wxXmlDocument doc;
{
wxLogNull stopComplaining;
static_cast<void>(stopComplaining);
if (!doc.Load(*is))
return;
}
wxXmlNode* root = doc.GetRoot();
if (!root || root->GetName() != wxT("Entities"))
return;
GetMenuBar()->Enable(ID_Paste, true);
}
//////////////////////////////////////////////////////////////////////////
Position::Position(const wxPoint& pt)
: type(1)
{
type1.x = pt.x;
type1.y = pt.y;
}
//////////////////////////////////////////////////////////////////////////
/* Disabled (and should be removed if it turns out to be unnecessary)
- see MessagePasserImpl.cpp for information
static void QueryCallback()
{
// If this thread completely blocked on the semaphore inside Query, it would
// never respond to window messages, and the system deadlocks if the
// game tries to display an assertion failure dialog. (See
// WaitForSingleObject on MSDN.)
// So, this callback is called occasionally, and gives wx a change to
// handle messages.
// This is kind of like wxYield, but without the ProcessPendingEvents -
// it's enough to make Windows happy and stop deadlocking, without actually
// calling the event handlers (which could lead to nasty recursion)
// while (wxEventLoop::GetActive()->Pending())
// wxEventLoop::GetActive()->Dispatch();
// Oh dear, we can't use that either - it (at least in wx 2.6.3) still
// processes messages, which causes reentry into various things that we
// don't want to be reentrant. So do it all manually, accepting Windows
// messages and sticking them on a list for later processing (in a custom
// event loop class):
// (TODO: Rethink this entire process on Linux)
// (Alt TODO: Could we make the game never pop up windows (or use the Win32
// GUI in any other way) when it's running under Atlas, so we wouldn't need
// to do any message processing here at all?)
#ifdef _WIN32
AtlasEventLoop* evtLoop = (AtlasEventLoop*)wxEventLoop::GetActive();
// evtLoop might be NULL, particularly if we're still initialising windows
// and haven't got into the normal event loop yet. But we'd have to process
// messages anyway, to avoid the deadlocks that this is for. So, don't bother
// with that and just crash instead.
// (Maybe it could be solved better by constructing/finding an event loop
// object here and setting it as the global one, assuming it's not overwritten
// later by wx.)
while (evtLoop->Pending())
{
// Based on src/msw/evtloop.cpp's wxEventLoop::Dispatch()
MSG msg;
BOOL rc = ::GetMessage(&msg, (HWND) NULL, 0, 0);
if (rc == 0)
{
// got WM_QUIT
return;
}
if (rc == -1)
{
wxLogLastError(wxT("GetMessage"));
return;
}
// Our special bits:
if (msg.message == WM_PAINT)
{
// "GetMessage does not remove WM_PAINT messages from the queue.
// The messages remain in the queue until processed."
// So let's process them, to avoid infinite loops...
PAINTSTRUCT paint;
::BeginPaint(msg.hwnd, &paint);
::EndPaint(msg.hwnd, &paint);
// Remember that some painting was needed - we'll just repaint
// the whole screen when this is finished.
evtLoop->NeedsPaint();
}
else
{
// Add this message to a queue for later processing. (That's
// probably kind of valid, at least in most cases.)
MSG* pMsg = new MSG(msg);
evtLoop->AddMessage(pMsg);
}
}
#endif
}
*/
void QueryMessage::Post()
{
// g_MessagePasser->Query(this, &QueryCallback);
g_MessagePasser->Query(this, NULL);
}