mirror of
https://gitea.wildfiregames.com/0ad/0ad
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CGUI now represents a single 'page'. CGUIManager maintains multiple pages and switches between them. Split the XML files into pregame, loading, session and messagebox pages. Added hotloading of GUI pages. Minor GUI cleanups. (Merge from hg 81862d33780c) This was SVN commit r7214.
189 lines
4.8 KiB
C++
189 lines
4.8 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "../ActorViewer.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/ObjectManager.h"
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#include "gui/GUIManager.h"
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#include "lib/external_libraries/sdl.h"
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#include "maths/MathUtil.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "renderer/Renderer.h"
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namespace AtlasMessage {
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static bool g_IsInitialised = false;
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static bool g_DidInitSim;
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MESSAGEHANDLER(Init)
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{
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UNUSED2(msg);
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// Don't do anything if we're called multiple times
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if (g_IsInitialised)
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return;
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#if OS_LINUX || OS_MACOSX
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// When using GLX (Linux), SDL has to load the GL library to find
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// glXGetProcAddressARB before it can load any extensions.
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// When running in Atlas, we skip the SDL video initialisation code
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// which loads the library, and so SDL_GL_GetProcAddress fails (in
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// ogl.cpp importExtensionFunctions).
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// (TODO: I think this is meant to be context-independent, i.e. it
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// doesn't matter that we're getting extensions from SDL-initialised
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// GL stuff instead of from the wxWidgets-initialised GL stuff, but that
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// should be checked.)
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// So, make sure it's loaded:
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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SDL_GL_LoadLibrary(NULL); // NULL = use default
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// (it shouldn't hurt if this is called multiple times, I think)
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#endif
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ogl_Init();
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g_Quickstart = true;
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int flags = INIT_HAVE_VMODE|INIT_NO_GUI;
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if (! msg->initsimulation)
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flags |= INIT_NO_SIM;
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Init(g_GameLoop->args, flags);
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g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
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#if OS_WIN
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// HACK (to stop things looking very ugly when scrolling) - should
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// use proper config system.
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if(ogl_HaveExtension("WGL_EXT_swap_control"))
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pwglSwapIntervalEXT(1);
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#endif
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g_IsInitialised = true;
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}
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MESSAGEHANDLER(Shutdown)
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{
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UNUSED2(msg);
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// Don't do anything if we're called multiple times
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if (! g_IsInitialised)
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return;
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// Empty the CommandProc, to get rid of its references to entities before
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// we kill the EntityManager
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GetCommandProc().Destroy();
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View::DestroyViews();
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g_GameLoop->view = View::GetView_None();
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int flags = 0;
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if (! g_DidInitSim)
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flags |= INIT_NO_SIM;
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Shutdown(flags);
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g_IsInitialised = false;
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}
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QUERYHANDLER(Exit)
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{
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UNUSED2(msg);
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g_GameLoop->running = false;
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}
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MESSAGEHANDLER(RenderEnable)
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{
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g_GameLoop->view = View::GetView(msg->view);
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}
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MESSAGEHANDLER(SetViewParamB)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetViewParamC)
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{
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View* view = View::GetView(msg->view);
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view->SetParam(*msg->name, msg->value);
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}
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MESSAGEHANDLER(SetActorViewer)
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{
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if (msg->flushcache)
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{
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// TODO EXTREME DANGER: this'll break horribly if any units remain
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// in existence and use their actors after we've deleted all the actors.
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// (The actor viewer currently only has one unit at a time, so it's
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// alright.)
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// Should replace this with proper actor hot-loading system, or something.
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View::GetView_Actor()->GetActorViewer().SetActor(L"", L"");
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View::GetView_Actor()->GetActorViewer().UnloadObjects();
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// vfs_reload_changed_files();
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}
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View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
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View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(SetCanvas)
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{
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g_GameLoop->glCanvas = msg->canvas;
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Atlas_GLSetCurrent(const_cast<void*>(g_GameLoop->glCanvas));
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}
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MESSAGEHANDLER(ResizeScreen)
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{
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g_xres = msg->width;
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g_yres = msg->height;
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if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
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if (g_yres <= 2) g_yres = 2;
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.SetViewport(vp);
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g_Renderer.Resize(g_xres, g_yres);
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g_GUI->UpdateResolution();
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g_Console->UpdateScreenSize(g_xres, g_yres);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(RenderStyle)
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{
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g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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}
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}
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