forked from mirrors/0ad
Atlas: Disable selected tool before saving, so unit-placement previews don't get saved as real units.
Misc: Removed redundant code. This was SVN commit r4857.
This commit is contained in:
@@ -182,57 +182,6 @@ int CMapReader::UnpackTerrain()
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return 0;
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}
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int CMapReader::UnpackCinema()
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{
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size_t numTracks;
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unpacker.UnpackRaw(&numTracks, (u32)sizeof(size_t));
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for ( size_t track=0; track < numTracks; ++track )
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{
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CCinemaTrack trackObj;
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std::vector<CCinemaPath> paths;
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CStr name;
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size_t numPaths;
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CVector3D startRotation;
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float timescale;
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unpacker.UnpackString(name);
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unpacker.UnpackRaw(×cale, sizeof(float));
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unpacker.UnpackRaw(&numPaths, sizeof(size_t));
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unpacker.UnpackRaw(&startRotation, sizeof(CVector3D));
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trackObj.SetStartRotation(startRotation);
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trackObj.SetTimescale(timescale);
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for ( size_t i=0; i<numPaths; ++i )
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{
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TNSpline spline;
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size_t numNodes;
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CCinemaData data;
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if ( i != 0 )
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unpacker.UnpackRaw(&data.m_TotalRotation, sizeof(CVector3D));
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unpacker.UnpackRaw(&data.m_Mode, sizeof(data.m_Mode));
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unpacker.UnpackRaw(&data.m_Style, sizeof(data.m_Style));
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unpacker.UnpackRaw(&data.m_Growth, sizeof(data.m_Growth));
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unpacker.UnpackRaw(&data.m_Switch, sizeof(data.m_Switch));
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unpacker.UnpackRaw(&numNodes, sizeof(size_t));
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data.m_GrowthCount = data.m_Growth;
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for ( size_t j=0; j < numNodes; ++j )
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{
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CVector3D position;
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float distance;
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unpacker.UnpackRaw(&position, sizeof(position));
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unpacker.UnpackRaw(&distance, sizeof(distance));
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spline.AddNode(position, distance);
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}
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trackObj.AddPath(data, spline);
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}
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m_Tracks[CStrW(name)] = trackObj;
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}
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return 0;
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}
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// ApplyData: take all the input data, and rebuild the scene from it
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int CMapReader::ApplyData()
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@@ -62,8 +62,6 @@ private:
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std::vector<Handle> m_TerrainTextures;
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// tile descriptions for each tile
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std::vector<STileDesc> m_Tiles;
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// cinematic tracks used by cinema manager
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std::map<CStrW, CCinemaTrack> m_Tracks;
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// list of object types used by map
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std::vector<CStr> m_ObjectTypes;
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// descriptions for each objects
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@@ -1,21 +1,12 @@
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#include "precompiled.h"
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#include "ObjectManager.h"
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#include <algorithm>
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "ps/CLogger.h"
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#include "lib/res/res.h"
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#include "lib/timer.h"
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#include "ps/VFSUtil.h"
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#include "ObjectBase.h"
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#include "ObjectEntry.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplate.h"
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#include "ps/Game.h"
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#include "Model.h"
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#include "Unit.h"
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#include "maths/Matrix3D.h"
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#include "ps/Profile.h"
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#include "ps/VFSUtil.h"
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#define LOG_CATEGORY "graphics"
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@@ -4,12 +4,12 @@
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#include <vector>
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#include <map>
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#include "ps/CStr.h"
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#include "ObjectBase.h"
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class CObjectEntry;
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class CEntityTemplate;
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class CMatrix3D;
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class CMeshManager;
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class CObjectBase;
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class CObjectEntry;
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///////////////////////////////////////////////////////////////////////////////////////////
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// CObjectManager: manager class for all possible actor types
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@@ -23,7 +23,6 @@ public:
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CStr ActorName;
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std::vector<u8> ActorVariation;
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};
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public:
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@@ -6,7 +6,6 @@
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#include <boost/shared_ptr.hpp>
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#include "lib/res/handle.h"
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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@@ -99,10 +98,6 @@ public:
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// Find or create a new texture group. All terrain groups are owned by the
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// texturemanager (TerrainTypeManager)
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CTerrainGroup *FindGroup(const CStr& name);
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// Use the default group for all terrain types that don't have their own
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// ScEd currently relies on every texture having one group (and is happy ignorant of any
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// extra groups that might exist)
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CTerrainGroup *GetDefaultGroup();
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const TerrainGroupMap &GetGroups() const
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{ return m_TerrainGroups; }
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@@ -34,15 +34,9 @@
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#include "graphics/LightEnv.h"
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#include "graphics/MapReader.h"
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#include "graphics/MaterialManager.h"
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#include "graphics/MeshManager.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/ParticleEngine.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "renderer/Renderer.h"
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#include "renderer/VertexBufferManager.h"
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@@ -1,6 +1,7 @@
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#include "precompiled.h"
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#include "FormationManager.h"
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#include "FormationCollection.h"
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#include "Entity.h"
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#include "ps/CStr.h"
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#include "Formation.h"
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@@ -6,7 +6,6 @@
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#define FORMATIONMANAGER_INCLUDED
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#include "ps/Singleton.h"
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#include "FormationCollection.h"
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#include "scripting/DOMEvent.h"
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#define g_FormationManager CFormationManager::GetSingleton()
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@@ -539,6 +539,11 @@ void ScenarioEditor::OnSave(wxCommandEvent& event)
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{
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wxBusyInfo busy(_("Saving map"));
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// Deactivate tools, so things like unit previews don't get saved.
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// (TODO: Would be nicer to leave the tools active, and just not save
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// the preview units.)
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SetCurrentTool(_T(""));
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std::wstring map = m_OpenFilename.c_str();
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POST_MESSAGE(SaveMap, (map));
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@@ -559,6 +564,8 @@ void ScenarioEditor::OnSaveAs(wxCommandEvent& WXUNUSED(event))
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{
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wxBusyInfo busy(_("Saving map"));
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SetCurrentTool(_T(""));
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// TODO: Work when the map is not in .../maps/scenarios/
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std::wstring map = dlg.GetFilename().c_str();
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POST_MESSAGE(SaveMap, (map));
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@@ -8,6 +8,7 @@
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Terrain.h"
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