0ad/source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp
Ralph Sennhauser fa9584fdc0
Fix some Atlas header includes
iwyu 0.26 now want's full declaration of TYPE in case of
std::vector<TYPE>, which is good as it allows the header to be
self standing.

There are some other changes suggested in part of the headers not being
updated when they should have been and some due to changes in iwyu
itself.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:22:36 +02:00

163 lines
4.4 KiB
C++

/* Copyright (C) 2026 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 "gui/CGUI.h"
#include "gui/GUIManager.h"
#include "lib/input.h"
#include "lib/path.h"
#include "lib/types.h"
#include "maths/MathUtil.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "renderer/Renderer.h"
#include "scriptinterface/ScriptInterface.h"
#include "simulation2/components/ICmpSoundManager.h"
#include "simulation2/system/Component.h"
#include "simulation2/system/Entity.h"
#include "tools/atlas/GameInterface/MessagePasser.h"
#include "tools/atlas/GameInterface/MessagePasserImpl.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include "tools/atlas/GameInterface/View.h"
#include <SDL_events.h>
#include <SDL_keyboard.h>
#include <SDL_keycode.h>
#include <cstddef>
#include <js/CallArgs.h>
#include <js/RootingAPI.h>
#include <memory>
#include <string>
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{};
ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP;
ev.button.button = msg->button;
ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED;
ev.button.clicks = msg->clicks;
float x, y;
msg->pos->GetScreenSpace(x, y);
ev.button.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
ev.button.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
in_dispatch_event(ev);
}
MESSAGEHANDLER(GuiMouseMotionEvent)
{
SDL_Event ev{};
ev.type = SDL_MOUSEMOTION;
float x, y;
msg->pos->GetScreenSpace(x, y);
ev.motion.x = static_cast<u16>(Clamp<int>(x, 0, g_xres));
ev.motion.y = static_cast<u16>(Clamp<int>(y, 0, g_yres));
in_dispatch_event(ev);
}
MESSAGEHANDLER(GuiKeyEvent)
{
SDL_Event ev{};
ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP;
ev.key.keysym.sym = static_cast<SDL_Keycode>(static_cast<int>(msg->sdlkey));
ev.key.keysym.scancode = SDL_GetScancodeFromKey(static_cast<SDL_Keycode>(static_cast<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{};
ev.type = SDL_TEXTEDITING;
ev.text.type = SDL_TEXTEDITING;
ev.text.text[0] = static_cast<char>(msg->sdlkey);
ev.text.text[1] = '\0';
in_dispatch_event(ev);
ev.type = SDL_TEXTINPUT;
ev.text.type = SDL_TEXTINPUT;
ev.text.text[0] = static_cast<char>(msg->sdlkey);
ev.text.text[1] = '\0';
in_dispatch_event(ev);
}
} // namespace AtlasMessage