mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
151 lines
4 KiB
C++
151 lines
4 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 "MessageHandler.h"
|
|
#include "../MessagePasserImpl.h"
|
|
|
|
#include "../GameLoop.h"
|
|
#include "../View.h"
|
|
#include "graphics/GameView.h"
|
|
#include "gui/GUIManager.h"
|
|
#include "gui/CGUI.h"
|
|
#include "lib/external_libraries/libsdl.h"
|
|
#include "maths/MathUtil.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/GameSetup/Config.h"
|
|
#include "ps/GameSetup/GameSetup.h"
|
|
#include "renderer/Renderer.h"
|
|
#include "scriptinterface/ScriptInterface.h"
|
|
#include "simulation2/Simulation2.h"
|
|
#include "simulation2/components/ICmpSoundManager.h"
|
|
|
|
extern void (*Atlas_GLSwapBuffers)(void* context);
|
|
|
|
namespace AtlasMessage
|
|
{
|
|
|
|
MESSAGEHANDLER(MessageTrace)
|
|
{
|
|
((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable);
|
|
}
|
|
|
|
MESSAGEHANDLER(Screenshot)
|
|
{
|
|
if (msg->big)
|
|
g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::BIG);
|
|
else
|
|
g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::DEFAULT);
|
|
}
|
|
|
|
QUERYHANDLER(Ping)
|
|
{
|
|
}
|
|
|
|
MESSAGEHANDLER(SimStopMusic)
|
|
{
|
|
CmpPtr<ICmpSoundManager> cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
|
|
if (cmpSoundManager)
|
|
cmpSoundManager->StopMusic();
|
|
}
|
|
|
|
MESSAGEHANDLER(SimStateSave)
|
|
{
|
|
AtlasView::GetView_Game()->SaveState(*msg->label);
|
|
}
|
|
|
|
MESSAGEHANDLER(SimStateRestore)
|
|
{
|
|
AtlasView::GetView_Game()->RestoreState(*msg->label);
|
|
}
|
|
|
|
QUERYHANDLER(SimStateDebugDump)
|
|
{
|
|
msg->dump = AtlasView::GetView_Game()->DumpState(msg->binary);
|
|
}
|
|
|
|
MESSAGEHANDLER(SimPlay)
|
|
{
|
|
AtlasView::GetView_Game()->SetSpeedMultiplier(msg->speed);
|
|
AtlasView::GetView_Game()->SetTesting(msg->simTest);
|
|
}
|
|
|
|
MESSAGEHANDLER(JavaScript)
|
|
{
|
|
g_GUI->GetActiveGUI()->GetScriptInterface()->LoadGlobalScript(L"Atlas", *msg->command);
|
|
}
|
|
|
|
MESSAGEHANDLER(GuiSwitchPage)
|
|
{
|
|
g_GUI->SwitchPage(*msg->page, NULL, JS::UndefinedHandleValue);
|
|
}
|
|
|
|
MESSAGEHANDLER(GuiMouseButtonEvent)
|
|
{
|
|
SDL_Event_ ev = { { 0 } };
|
|
ev.ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
|
|
ev.ev.button.button = msg->button;
|
|
ev.ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED;
|
|
ev.ev.button.clicks = msg->clicks;
|
|
float x, y;
|
|
msg->pos->GetScreenSpace(x, y);
|
|
ev.ev.button.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
|
|
ev.ev.button.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
|
|
in_dispatch_event(&ev);
|
|
}
|
|
|
|
MESSAGEHANDLER(GuiMouseMotionEvent)
|
|
{
|
|
SDL_Event_ ev = { { 0 } };
|
|
ev.ev.type = SDL_MOUSEMOTION;
|
|
float x, y;
|
|
msg->pos->GetScreenSpace(x, y);
|
|
ev.ev.motion.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
|
|
ev.ev.motion.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
|
|
in_dispatch_event(&ev);
|
|
}
|
|
|
|
MESSAGEHANDLER(GuiKeyEvent)
|
|
{
|
|
SDL_Event_ ev = { { 0 } };
|
|
ev.ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP;
|
|
ev.ev.key.keysym.sym = (SDL_Keycode)(int)msg->sdlkey;
|
|
ev.ev.key.keysym.scancode = SDL_GetScancodeFromKey((SDL_Keycode)(int)msg->sdlkey);
|
|
in_dispatch_event(&ev);
|
|
}
|
|
|
|
MESSAGEHANDLER(GuiCharEvent)
|
|
{
|
|
// Simulate special 'text input' events in the SDL
|
|
// This isn't quite compatible with WXWidget's handling,
|
|
// so to avoid trouble we only send 'letter-like' ASCII input.
|
|
SDL_Event_ ev = { { 0 } };
|
|
ev.ev.type = SDL_TEXTEDITING;
|
|
ev.ev.text.type = SDL_TEXTEDITING;
|
|
ev.ev.text.text[0] = (char)msg->sdlkey;
|
|
ev.ev.text.text[1] = (char)0;
|
|
in_dispatch_event(&ev);
|
|
|
|
ev.ev.type = SDL_TEXTINPUT;
|
|
ev.ev.text.type = SDL_TEXTINPUT;
|
|
ev.ev.text.text[0] = (char)msg->sdlkey;
|
|
ev.ev.text.text[1] = (char)0;
|
|
in_dispatch_event(&ev);
|
|
}
|
|
|
|
} // namespace AtlasMessage
|