0ad/source/simulation2/components/CCmpParticleManager.cpp
Ralph Sennhauser 86255ed66f
Fix includes in source/simulation2
Make include-what-you-use happy with some files in source/simulation2
and fix what needs to be fixed.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-03 17:16:27 +02:00

89 lines
2.1 KiB
C++

/* Copyright (C) 2025 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 "ICmpParticleManager.h"
#include "graphics/ParticleManager.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Message.h"
#include <string>
class CCmpParticleManager final : public ICmpParticleManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Interpolate);
}
DEFAULT_COMPONENT_ALLOCATOR(ParticleManager)
bool useSimTime;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
void Init(const CParamNode&) override
{
useSimTime = true;
}
void Deinit() override
{
}
void Serialize(ISerializer&) override
{
}
void Deserialize(const CParamNode& paramNode, IDeserializer&) override
{
Init(paramNode);
}
void HandleMessage(const CMessage& msg, bool /*global*/) override
{
switch (msg.GetType())
{
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
if (CRenderer::IsInitialised())
{
float time = useSimTime ? msgData.deltaSimTime : msgData.deltaRealTime;
g_Renderer.GetSceneRenderer().GetParticleManager().Interpolate(time);
}
break;
}
}
}
void SetUseSimTime(bool flag) override
{
useSimTime = flag;
}
};
REGISTER_COMPONENT_TYPE(ParticleManager)