Index: ps/trunk/source/graphics/CinemaManager.cpp
===================================================================
--- ps/trunk/source/graphics/CinemaManager.cpp (revision 19374)
+++ ps/trunk/source/graphics/CinemaManager.cpp (revision 19375)
@@ -1,298 +1,212 @@
-/* Copyright (C) 2016 Wildfire Games.
+/* 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 .
*/
#include "precompiled.h"
#include
#include
-#include "graphics/Camera.h"
#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 "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::AddPath(const CStrW& name, const CCinemaPath& path)
+void CCinemaManager::Update(const float deltaRealTime) const
{
- if (m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end())
- {
- LOGWARNING("Path with name '%s' already exists", name.ToUTF8());
+ CmpPtr cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
+ if (!cmpCinemaManager)
return;
- }
- m_CinematicSimulationData.m_Paths[name] = path;
-}
-void CCinemaManager::AddPathToQueue(const CStrW& name)
-{
- if (!HasPath(name))
- {
- LOGWARNING("Path with name '%s' doesn't exist", name.ToUTF8());
- return;
- }
- m_CinematicSimulationData.m_PathQueue.push_back(m_CinematicSimulationData.m_Paths[name]);
-}
+ UpdateSessionVisibility();
+ UpdateSilhouettesVisibility();
-void CCinemaManager::ClearQueue()
-{
- m_CinematicSimulationData.m_PathQueue.clear();
+ if (IsPlaying())
+ cmpCinemaManager->PlayQueue(deltaRealTime, g_Game->GetView()->GetCamera());
}
-void CCinemaManager::SetAllPaths(const std::map& paths)
+void CCinemaManager::Render() const
{
- m_CinematicSimulationData.m_Paths = paths;
-}
+ if (IsEnabled())
+ DrawBars();
-bool CCinemaManager::HasPath(const CStrW& name) const
-{
- return m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end();
+ if (m_DrawPaths)
+ DrawPaths();
}
-void CCinemaManager::SetEnabled(bool enabled)
+void CCinemaManager::UpdateSessionVisibility() const
{
- // TODO: maybe assert?
- if (m_CinematicSimulationData.m_PathQueue.empty() && enabled)
- {
- enabled = false;
- m_CinematicSimulationData.m_Paused = true;
- }
-
- if (m_CinematicSimulationData.m_Enabled == enabled)
- return;
-
// TODO: Enabling/Disabling does not work if the session GUI page is not the top page.
- // This can happen in various situations, for example when the player wins/looses the game
+ // This can happen in various situations, for example when the player wins/loses the game
// while the cinematic is running (a message box is the top page in this case).
- // It might be better to disable the whole GUI during the cinematic instead of a specific
- // GUI object.
- // sn - session gui object
IGUIObject *sn = g_GUI->FindObjectByName("sn");
- CmpPtr cmpRangeManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
- CmpPtr cmpTerritoryManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
-
- // GUI visibility
- if (sn)
- {
- if (enabled)
- sn->SetSetting("hidden", L"true");
- else
- sn->SetSetting("hidden", L"false");
- }
-
- // Overlay visibility
- g_Renderer.SetOptionBool(CRenderer::Option::OPT_SILHOUETTES, !enabled);
- if (cmpRangeManager)
- {
- if (enabled)
- m_CinematicSimulationData.m_MapRevealed = cmpRangeManager->GetLosRevealAll(-1);
- // TODO: improve m_MapRevealed state and without fade in
- cmpRangeManager->SetLosRevealAll(-1, enabled);
- }
- if (cmpTerritoryManager)
- cmpTerritoryManager->SetVisibility(!enabled);
- ICmpSelectable::SetOverrideVisibility(!enabled);
- ICmpOverlayRenderer::SetOverrideVisibility(!enabled);
+ if (!sn)
+ return;
- m_CinematicSimulationData.m_Enabled = enabled;
-}
+ bool hidden = false;
+ GUI::GetSetting(sn, "hidden", hidden);
-void CCinemaManager::Play()
-{
- m_CinematicSimulationData.m_Paused = false;
+ if (hidden != IsPlaying())
+ sn->SetSetting("hidden", IsPlaying() ? L"true" : L"false");
}
-void CCinemaManager::Stop()
+void CCinemaManager::UpdateSilhouettesVisibility() const
{
- m_CinematicSimulationData.m_PathQueue.clear();
-}
-
-void CCinemaManager::Update(const float deltaRealTime)
-{
- if (g_Game->m_Paused != m_CinematicSimulationData.m_Paused)
- {
- m_CinematicSimulationData.m_Paused = g_Game->m_Paused;
-
- // sn - session gui object
- IGUIObject *sn = g_GUI->FindObjectByName("sn");
-
- // GUI visibility
- if (sn)
- {
- if (m_CinematicSimulationData.m_Paused)
- sn->SetSetting("hidden", L"false");
- else
- sn->SetSetting("hidden", L"true");
- }
- }
-
- if (m_CinematicSimulationData.m_PathQueue.empty() || !m_CinematicSimulationData.m_Enabled || m_CinematicSimulationData.m_Paused)
+ if (!CRenderer::IsInitialised())
return;
- if (HotkeyIsPressed("leave"))
- {
- // TODO: implement skip
- }
-
- CCamera *camera = g_Game->GetView()->GetCamera();
- m_CinematicSimulationData.m_PathQueue.front().Play(deltaRealTime, camera);
+ bool silhouettes = false;
+ CFG_GET_VAL("silhouettes", silhouettes);
+ g_Renderer.SetOptionBool(CRenderer::Option::OPT_SILHOUETTES, !IsEnabled() && silhouettes);
}
-void CCinemaManager::Render()
+void CCinemaManager::DrawPaths() const
{
- if (GetEnabled())
- {
- DrawBars();
- return;
- }
-
- if (!m_DrawPaths)
+ CmpPtr cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
+ if (!cmpCinemaManager)
return;
- // draw all paths
- for (const std::pair& p : m_CinematicSimulationData.m_Paths)
+ for (const std::pair& p : cmpCinemaManager->GetPaths())
p.second.Draw();
}
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)
+InReaction CCinemaManager::HandleEvent(const SDL_Event_* ev) const
{
switch (ev->ev.type)
{
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
- if (GetEnabled() && !m_CinematicSimulationData.m_Paused)
+ // Prevent selection of units while the path is playing
+ if (IsPlaying())
return IN_HANDLED;
default:
return IN_PASS;
}
}
-bool CCinemaManager::GetEnabled() const
+bool CCinemaManager::IsEnabled() const
{
- return m_CinematicSimulationData.m_Enabled;
+ CmpPtr cmpCinemaManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
+ return cmpCinemaManager && cmpCinemaManager->IsEnabled();
}
bool CCinemaManager::IsPlaying() const
{
- return !m_CinematicSimulationData.m_Paused;
-}
-
-const std::map& CCinemaManager::GetAllPaths()
-{
- return m_CinematicSimulationData.m_Paths;
-}
-
-CinematicSimulationData* CCinemaManager::GetCinematicSimulationData()
-{
- return &m_CinematicSimulationData;
+ return IsEnabled() && g_Game && !g_Game->m_Paused;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}
Index: ps/trunk/source/graphics/CinemaManager.h
===================================================================
--- ps/trunk/source/graphics/CinemaManager.h (revision 19374)
+++ ps/trunk/source/graphics/CinemaManager.h (revision 19375)
@@ -1,142 +1,67 @@
-/* Copyright (C) 2015 Wildfire Games.
+/* 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 .
*/
#ifndef INCLUDED_CINEMAMANAGER
#define INCLUDED_CINEMAMANAGER
#include
#include