0ad/source/graphics/CinemaManager.cpp
elexis cfd08bbf28 Cinema Path GUI hiding and silhouettes fixes.
Let the JS GUI take care of hiding the GUI and silhouettes and remove
the according hardcoding in the engine following 89aef0b6eb.
Thereby fix some bugs (like not having hid the GUI if there was a
message box or different page shown while playing a path) and
fix these two hotkeys broken by 5d49e6c456.

Differential Revision: https://code.wildfiregames.com/D631
Fixes #4633
Reviewed By: Vladislav
This was SVN commit r19797.
2017-06-17 14:17:30 +00:00

285 lines
7 KiB
C++

/* Copyright (C) 2017 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 <sstream>
#include <string>
#include "graphics/CinemaManager.h"
#include "graphics/Camera.h"
#include "graphics/GameView.h"
#include "gui/CGUI.h"
#include "gui/GUIutil.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/ConfigDB.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Hotkey.h"
#include "ps/World.h"
#include "simulation2/components/ICmpCinemaManager.h"
#include "simulation2/components/ICmpOverlayRenderer.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/Simulation2.h"
#include "renderer/Renderer.h"
CCinemaManager::CCinemaManager()
: m_DrawPaths(false)
{
}
void CCinemaManager::Update(const float deltaRealTime) const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
if (IsPlaying())
cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
}
void CCinemaManager::Render() const
{
if (IsEnabled())
DrawBars();
else if (m_DrawPaths)
DrawPaths();
}
void CCinemaManager::DrawPaths() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
if (!cmpCinemaManager)
return;
for (const std::pair<CStrW, CCinemaPath>& p : cmpCinemaManager->GetPaths())
{
DrawSpline(p.second, CColor(0.2f, 0.2f, 1.f, 0.9f), 128, true);
DrawNodes(p.second, CColor(0.1f, 1.f, 0.f, 1.f));
if (p.second.GetTargetSpline().GetAllNodes().empty())
continue;
DrawSpline(p.second.GetTargetSpline(), CColor(1.f, 0.3f, 0.4f, 0.9f), 128, true);
DrawNodes(p.second.GetTargetSpline(), CColor(1.f, 0.1f, 0.f, 1.f));
}
}
void CCinemaManager::DrawSpline(const RNSpline& spline, const CColor& splineColor, int smoothness, bool lines) const
{
if (spline.GetAllNodes().size() < 2)
return;
if (spline.GetAllNodes().size() == 2 && lines)
smoothness = 2;
float start = spline.MaxDistance.ToFloat() / smoothness;
float time = 0;
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glColor4f(splineColor.r, splineColor.g, splineColor.b, splineColor.a);
if (lines)
{
glLineWidth(1.8f);
glEnable(GL_LINE_SMOOTH);
glBegin(GL_LINE_STRIP);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
// Height indicator
if (g_Game && g_Game->GetWorld() && g_Game->GetWorld()->GetTerrain())
{
glLineWidth(1.1f);
glBegin(GL_LINES);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
float groundY = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(tmp.X, tmp.Z);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
glVertex3f(tmp.X, groundY, tmp.Z);
}
glEnd();
}
glDisable(GL_LINE_SMOOTH);
glLineWidth(1.0f);
}
else
{
smoothness /= 2;
start = spline.MaxDistance.ToFloat() / smoothness;
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0f);
glBegin(GL_POINTS);
for (int i = 0; i <= smoothness; ++i)
{
time = start * i / spline.MaxDistance.ToFloat();
CVector3D tmp = spline.GetPosition(time);
glVertex3f(tmp.X, tmp.Y, tmp.Z);
}
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
}
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
#endif
}
void CCinemaManager::DrawNodes(const RNSpline& spline, const CColor& nodeColor) const
{
#if CONFIG2_GLES
#warning TODO : implement CCinemaPath on GLES
#else
glDisable(GL_DEPTH_TEST);
glEnable(GL_POINT_SMOOTH);
glPointSize(7.0f);
glColor4f(nodeColor.r, nodeColor.g, nodeColor.b, nodeColor.a);
glBegin(GL_POINTS);
for (const SplineData& node : spline.GetAllNodes())
glVertex3f(node.Position.X.ToFloat(), node.Position.Y.ToFloat(), node.Position.Z.ToFloat());
glEnd();
glPointSize(1.0f);
glDisable(GL_POINT_SMOOTH);
glEnable(GL_DEPTH_TEST);
#endif
}
void CCinemaManager::DrawBars() const
{
int height = (float)g_xres / 2.39f;
int shift = (g_yres - height) / 2;
if (shift <= 0)
return;
#if CONFIG2_GLES
#warning TODO : implement bars for GLES
#else
// Set up transform for GL bars
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(g_xres, 0);
glVertex2i(g_xres, shift);
glVertex2i(0, shift);
glEnd();
glBegin(GL_QUADS);
glVertex2i(0, g_yres - shift);
glVertex2i(g_xres, g_yres - shift);
glVertex2i(g_xres, g_yres);
glVertex2i(0, g_yres);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
// Restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
InReaction cinema_manager_handler(const SDL_Event_* ev)
{
// put any events that must be processed even if inactive here
if (!g_Game || !g_Game->IsGameStarted())
return IN_PASS;
CCinemaManager* pCinemaManager = g_Game->GetView()->GetCinema();
return pCinemaManager->HandleEvent(ev);
}
InReaction CCinemaManager::HandleEvent(const SDL_Event_* ev) const
{
switch (ev->ev.type)
{
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
// Prevent selection of units while the path is playing
if (IsPlaying())
return IN_HANDLED;
default:
return IN_PASS;
}
}
bool CCinemaManager::IsEnabled() const
{
CmpPtr<ICmpCinemaManager> cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
return cmpCinemaManager && cmpCinemaManager->IsEnabled();
}
bool CCinemaManager::IsPlaying() const
{
return IsEnabled() && g_Game && !g_Game->m_Paused;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}