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source/tools/atlas/GameInterface/ActorViewer.cpp
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#include "graphics/UnitManager.h" | #include "graphics/UnitManager.h" | ||||
#include "graphics/Overlay.h" | #include "graphics/Overlay.h" | ||||
#include "maths/MathUtil.h" | #include "maths/MathUtil.h" | ||||
#include "ps/Filesystem.h" | #include "ps/Filesystem.h" | ||||
#include "ps/CLogger.h" | #include "ps/CLogger.h" | ||||
#include "ps/GameSetup/Config.h" | #include "ps/GameSetup/Config.h" | ||||
#include "ps/ProfileViewer.h" | #include "ps/ProfileViewer.h" | ||||
#include "renderer/Renderer.h" | #include "renderer/Renderer.h" | ||||
#include "renderer/RenderingOptions.h" | |||||
#include "renderer/Scene.h" | #include "renderer/Scene.h" | ||||
#include "renderer/SkyManager.h" | #include "renderer/SkyManager.h" | ||||
#include "renderer/WaterManager.h" | #include "renderer/WaterManager.h" | ||||
#include "scriptinterface/ScriptInterface.h" | #include "scriptinterface/ScriptInterface.h" | ||||
#include "simulation2/Simulation2.h" | #include "simulation2/Simulation2.h" | ||||
#include "simulation2/components/ICmpOwnership.h" | #include "simulation2/components/ICmpOwnership.h" | ||||
#include "simulation2/components/ICmpPosition.h" | #include "simulation2/components/ICmpPosition.h" | ||||
#include "simulation2/components/ICmpRangeManager.h" | #include "simulation2/components/ICmpRangeManager.h" | ||||
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} | } | ||||
ActorViewer::ActorViewer() | ActorViewer::ActorViewer() | ||||
: m(*new ActorViewerImpl()) | : m(*new ActorViewerImpl()) | ||||
{ | { | ||||
m.WalkEnabled = false; | m.WalkEnabled = false; | ||||
m.GroundEnabled = true; | m.GroundEnabled = true; | ||||
m.WaterEnabled = false; | m.WaterEnabled = false; | ||||
m.ShadowsEnabled = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS); | m.ShadowsEnabled = g_RenderingOptions.GetShadows(); | ||||
m.SelectionBoxEnabled = false; | m.SelectionBoxEnabled = false; | ||||
m.AxesMarkerEnabled = false; | m.AxesMarkerEnabled = false; | ||||
m.PropPointsMode = 0; | m.PropPointsMode = 0; | ||||
m.Background = SColor4ub(0, 0, 0, 255); | m.Background = SColor4ub(0, 0, 0, 255); | ||||
// Create a tiny empty piece of terrain, just so we can put shadows | // Create a tiny empty piece of terrain, just so we can put shadows | ||||
// on it without having to think too hard | // on it without having to think too hard | ||||
m.Terrain.Initialize(2, NULL); | m.Terrain.Initialize(2, NULL); | ||||
▲ Show 20 Lines • Show All 177 Lines • ▼ Show 20 Lines | void ActorViewer::SetActor(const CStrW& name, const CStrW& animation, player_id_t playerID) | ||||
m.CurrentUnitAnim = animation; | m.CurrentUnitAnim = animation; | ||||
} | } | ||||
void ActorViewer::SetEnabled(bool enabled) | void ActorViewer::SetEnabled(bool enabled) | ||||
{ | { | ||||
if (enabled) | if (enabled) | ||||
{ | { | ||||
// Set shadows, sky and water. | // Set shadows, sky and water. | ||||
m.OldShadows = g_Renderer.GetOptionBool(CRenderer::OPT_SHADOWS); | m.OldShadows = g_RenderingOptions.GetShadows(); | ||||
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.ShadowsEnabled); | g_RenderingOptions.SetShadows(m.ShadowsEnabled); | ||||
m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky(); | m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky(); | ||||
g_Renderer.GetSkyManager()->SetRenderSky(false); | g_Renderer.GetSkyManager()->SetRenderSky(false); | ||||
m.OldWater = g_Renderer.GetWaterManager()->m_RenderWater; | m.OldWater = g_Renderer.GetWaterManager()->m_RenderWater; | ||||
g_Renderer.GetWaterManager()->m_RenderWater = m.WaterEnabled; | g_Renderer.GetWaterManager()->m_RenderWater = m.WaterEnabled; | ||||
} | } | ||||
else | else | ||||
{ | { | ||||
// Restore the old renderer state | // Restore the old renderer state | ||||
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS, m.OldShadows); | g_RenderingOptions.SetShadows(m.OldShadows); | ||||
g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky); | g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky); | ||||
g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater; | g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater; | ||||
} | } | ||||
} | } | ||||
void ActorViewer::SetBackgroundColor(const SColor4ub& color) | void ActorViewer::SetBackgroundColor(const SColor4ub& color) | ||||
{ | { | ||||
m.Background = color; | m.Background = color; | ||||
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Wildfire Games · Phabricator