0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp
leper be2f0e69fc Make the modmod standalone.
Mount public in case we are starting Atlas and no mods are specified in
the config.
If users remove all mods and save this to the config and try to start
Atlas it will
crash, as it cannot find some needed files.

This was SVN commit r15678.
2014-08-25 16:38:54 +00:00

198 lines
5.5 KiB
C++

/* Copyright (C) 2014 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 "MessageHandler.h"
#include "../GameLoop.h"
#include "../CommandProc.h"
#include "../ActorViewer.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/ObjectManager.h"
#include "gui/GUIManager.h"
#include "lib/external_libraries/libsdl.h"
#include "maths/MathUtil.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/VideoMode.h"
#include "ps/GameSetup/Config.h"
#include "ps/GameSetup/GameSetup.h"
#include "renderer/Renderer.h"
namespace AtlasMessage {
// see comment in GameLoop.cpp about ah_display_error before using INIT_HAVE_DISPLAY_ERROR
const int g_InitFlags = INIT_HAVE_VMODE|INIT_NO_GUI;
MESSAGEHANDLER(Init)
{
UNUSED2(msg);
g_Quickstart = true;
// Mount mods if there are any specified as command line parameters
if (!Init(g_AtlasGameLoop->args, g_InitFlags | INIT_MODS|INIT_MODS_PUBLIC))
{
// There are no mods specified on the command line,
// but there are in the config file, so mount those.
Shutdown(SHUTDOWN_FROM_CONFIG);
ENSURE(Init(g_AtlasGameLoop->args, g_InitFlags));
}
// Initialise some graphics state for Atlas.
// (This must be done after Init loads the config DB,
// but before the UI constructs its GL canvases.)
g_VideoMode.InitNonSDL();
}
MESSAGEHANDLER(InitGraphics)
{
UNUSED2(msg);
#if OS_UNIX || (OS_WIN && !CONFIG2_WSDL)
// When using GLX (Linux), SDL has to load the GL library to find
// glXGetProcAddressARB before it can load any extensions.
// When running in Atlas, we skip the SDL video initialisation code
// which loads the library, and so SDL_GL_GetProcAddress fails (in
// ogl.cpp importExtensionFunctions).
// (TODO: I think this is meant to be context-independent, i.e. it
// doesn't matter that we're getting extensions from SDL-initialised
// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
// should be checked.)
// So, make sure it's loaded:
SDL_InitSubSystem(SDL_INIT_VIDEO);
SDL_GL_LoadLibrary(NULL); // NULL = use default
// (it shouldn't hurt if this is called multiple times, I think)
#endif
ogl_Init();
InitGraphics(g_AtlasGameLoop->args, g_InitFlags);
#if OS_WIN
// HACK (to stop things looking very ugly when scrolling) - should
// use proper config system.
if(ogl_HaveExtension("WGL_EXT_swap_control"))
pwglSwapIntervalEXT(1);
#endif
}
MESSAGEHANDLER(Shutdown)
{
UNUSED2(msg);
// Empty the CommandProc, to get rid of its references to entities before
// we kill the EntityManager
GetCommandProc().Destroy();
AtlasView::DestroyViews();
g_AtlasGameLoop->view = AtlasView::GetView_None();
int flags = 0;
Shutdown(flags);
}
QUERYHANDLER(Exit)
{
UNUSED2(msg);
g_AtlasGameLoop->running = false;
}
MESSAGEHANDLER(RenderEnable)
{
g_AtlasGameLoop->view = AtlasView::GetView(msg->view);
}
MESSAGEHANDLER(SetViewParamB)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamI)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamC)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, msg->value);
}
MESSAGEHANDLER(SetViewParamS)
{
AtlasView* view = AtlasView::GetView(msg->view);
view->SetParam(*msg->name, *msg->value);
}
MESSAGEHANDLER(SetActorViewer)
{
if (msg->flushcache)
{
// TODO EXTREME DANGER: this'll break horribly if any units remain
// in existence and use their actors after we've deleted all the actors.
// (The actor viewer currently only has one unit at a time, so it's
// alright.)
// Should replace this with proper actor hot-loading system, or something.
AtlasView::GetView_Actor()->GetActorViewer().SetActor(L"", L"", -1);
AtlasView::GetView_Actor()->GetActorViewer().UnloadObjects();
// vfs_reload_changed_files();
}
AtlasView::GetView_Actor()->SetSpeedMultiplier(msg->speed);
AtlasView::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation, msg->playerID);
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(SetCanvas)
{
// Need to set the canvas size before possibly doing any rendering,
// else we'll get GL errors when trying to render to 0x0
CVideoMode::UpdateRenderer(msg->width, msg->height);
g_AtlasGameLoop->glCanvas = msg->canvas;
Atlas_GLSetCurrent(const_cast<void*>(g_AtlasGameLoop->glCanvas));
}
MESSAGEHANDLER(ResizeScreen)
{
CVideoMode::UpdateRenderer(msg->width, msg->height);
#if OS_MACOSX
// OS X seems to require this to update the GL canvas
Atlas_GLSetCurrent(const_cast<void*>(g_AtlasGameLoop->glCanvas));
#endif
}
//////////////////////////////////////////////////////////////////////////
MESSAGEHANDLER(RenderStyle)
{
g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
}
}