mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-11 10:56:18 +00:00
8e02ec84f9
Changed player-id code a bit so the entity and actor and unit should stay in sync more often. (The entity/actor/unit mixing still looks a bit dodgy and unreliable, though.) Simplified console help code. Allowed init/shutdown to be done with the simulation/world/etc parts disabled (so the actor viewer can load faster). This was SVN commit r4289.
299 lines
8.4 KiB
C++
299 lines
8.4 KiB
C++
#include "stdafx.h"
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#include "ActorViewer.h"
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#include "wx/treectrl.h"
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#include "General/Datafile.h"
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#include "ScenarioEditor/Tools/Common/Tools.h"
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#include "ScenarioEditor/ScenarioEditor.h"
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#include "ScenarioEditor/Sections/Environment/LightControl.h"
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#include "GameInterface/Messages.h"
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#include "CustomControls/Canvas/Canvas.h"
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#include "CustomControls/SnapSplitterWindow/SnapSplitterWindow.h"
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using namespace AtlasMessage;
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//////////////////////////////////////////////////////////////////////////
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class ActorCanvas : public Canvas
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{
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public:
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ActorCanvas(wxWindow* parent, int* attribList)
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: Canvas(parent, attribList, wxBORDER_SUNKEN),
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m_Distance(20.f), m_Angle(0.f), m_LastIsValid(false)
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{
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}
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void PostLookAt()
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{
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POST_MESSAGE(LookAt, (eRenderView::ACTOR,
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Position(m_Distance*sin(m_Angle), m_Distance/2.f, m_Distance*cos(m_Angle)),
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Position(0, 0, 0)));
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}
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protected:
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virtual void HandleMouseEvent(wxMouseEvent& evt)
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{
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bool camera_changed = false;
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if (evt.GetWheelRotation())
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{
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float speed = -1.f * ScenarioEditor::GetSpeedModifier();
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m_Distance += evt.GetWheelRotation() * speed / evt.GetWheelDelta();
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camera_changed = true;
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}
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if (evt.ButtonDown(wxMOUSE_BTN_LEFT))
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{
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m_LastX = evt.GetX();
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m_LastY = evt.GetY();
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m_LastIsValid = true;
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}
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else if (evt.Dragging() && evt.ButtonIsDown(wxMOUSE_BTN_LEFT) && m_LastIsValid)
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{
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int dx = evt.GetX() - m_LastX;
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int dy = evt.GetY() - m_LastY;
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m_LastX = evt.GetX();
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m_LastY = evt.GetY();
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m_Angle += dx * M_PI/256.f * ScenarioEditor::GetSpeedModifier();
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m_Distance += dy / 8.f * ScenarioEditor::GetSpeedModifier();
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camera_changed = true;
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}
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else if (evt.ButtonUp(wxMOUSE_BTN_ANY))
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{
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// In some situations (e.g. double-clicking the title bar to
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// maximise the window) we get a dragging event without the matching
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// buttondown; so disallow dragging when there was a buttonup since
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// the last buttondown.
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// (TODO: does this affect the scenario editor too?)
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m_LastIsValid = false;
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}
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m_Distance = std::max(m_Distance, 1/64.f); // don't let people fly through the origin
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if (camera_changed)
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PostLookAt();
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}
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private:
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float m_Distance;
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float m_Angle;
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int m_LastX, m_LastY;
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bool m_LastIsValid;
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};
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//////////////////////////////////////////////////////////////////////////
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class StringTreeItemData : public wxTreeItemData
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{
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public:
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StringTreeItemData(const wxString& string) : m_String(string) {}
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wxString m_String;
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};
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enum
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{
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ID_Actors,
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ID_Animations,
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ID_Play,
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ID_Pause,
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ID_Slow,
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};
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BEGIN_EVENT_TABLE(ActorViewer, wxFrame)
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EVT_CLOSE(ActorViewer::OnClose)
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EVT_TREE_SEL_CHANGED(ID_Actors, ActorViewer::OnTreeSelection)
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EVT_COMBOBOX(ID_Animations, ActorViewer::OnAnimationSelection)
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EVT_TEXT_ENTER(ID_Animations, ActorViewer::OnAnimationSelection)
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EVT_BUTTON(ID_Play, ActorViewer::OnSpeedButton)
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EVT_BUTTON(ID_Pause, ActorViewer::OnSpeedButton)
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EVT_BUTTON(ID_Slow, ActorViewer::OnSpeedButton)
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END_EVENT_TABLE()
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static void SendToGame(const AtlasMessage::sEnvironmentSettings& settings)
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{
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POST_COMMAND(SetEnvironmentSettings, (settings));
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}
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ActorViewer::ActorViewer(wxWindow* parent)
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: wxFrame(parent, wxID_ANY, _("Actor Viewer"), wxDefaultPosition, wxSize(800, 600)),
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m_CurrentSpeed(0.f)
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{
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SetIcon(wxIcon(_T("ICON_ActorEditor")));
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SnapSplitterWindow* splitter = new SnapSplitterWindow(this, 0);
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splitter->SetDefaultSashPosition(250);
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wxPanel* sidePanel = new wxPanel(splitter);
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// TODO: don't have this duplicated from ScenarioEditor.cpp
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int glAttribList[] = {
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WX_GL_RGBA,
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WX_GL_DOUBLEBUFFER,
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WX_GL_DEPTH_SIZE, 24,
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WX_GL_BUFFER_SIZE, 24,
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WX_GL_MIN_ALPHA, 8,
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0
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};
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ActorCanvas* canvas = new ActorCanvas(splitter, glAttribList);
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splitter->SplitVertically(sidePanel, canvas);
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wglMakeCurrent(NULL, NULL);
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POST_MESSAGE(SetContext, (canvas->GetContext()));
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POST_MESSAGE(Init, (false));
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canvas->InitSize();
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canvas->PostLookAt();
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//////////////////////////////////////////////////////////////////////////
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// Construct a tree containing all the available actors
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qGetObjectsList qry;
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qry.Post();
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std::vector<sObjectsListItem> objects = *qry.objects;
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m_TreeCtrl = new wxTreeCtrl(sidePanel, ID_Actors);
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wxTreeItemId root = m_TreeCtrl->AddRoot(_("Actors"));
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std::map<std::wstring, wxTreeItemId> treeEntries;
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wxRegEx stripDirs (_T("^([^/]+)/"), wxRE_ADVANCED); // the non-empty string up to the first slash
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for (std::vector<sObjectsListItem>::iterator it = objects.begin(); it != objects.end(); ++it)
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{
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if (it->type != 1)
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continue;
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wxString name = it->name.c_str();
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// Loop through the directory components of the name, stripping them
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// off and search down the tree hierarchy
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wxString path = _T("");
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wxTreeItemId treeItem = root;
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while (stripDirs.Matches(name))
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{
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wxString dir = stripDirs.GetMatch(name, 1);
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path += dir + _T("/");
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// If we've got 'path' in the tree already, use it
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std::map<std::wstring, wxTreeItemId>::iterator entry = treeEntries.find(path.c_str());
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if (entry != treeEntries.end())
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{
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treeItem = entry->second;
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}
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else
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{
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// Add this new path into the tree
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treeItem = m_TreeCtrl->AppendItem(treeItem, dir);
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treeEntries.insert(std::make_pair(path, treeItem));
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}
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// Remove the leading directory name from the full filename
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stripDirs.Replace(&name, _T(""));
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}
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m_TreeCtrl->AppendItem(treeItem, name, -1, -1, new StringTreeItemData(it->name.c_str()));
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}
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m_TreeCtrl->Expand(root);
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wxArrayString animations;
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AtObj animationsList (Datafile::ReadList("animations"));
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for (AtIter it = animationsList["item"]; it.defined(); ++it)
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animations.Add(it);
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m_AnimationBox = new wxComboBox(sidePanel, ID_Animations, _T("Idle"), wxDefaultPosition, wxDefaultSize, animations);
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m_EnvironmentSettings.sunelevation = 45 * M_PI/180;
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m_EnvironmentSettings.sunrotation = 315 * M_PI/180;
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m_EnvironmentSettings.suncolour = Colour(255, 255, 255);
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m_EnvironmentSettings.terraincolour = Colour(164, 164, 164);
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m_EnvironmentSettings.unitcolour = Colour(164, 164, 164);
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LightControl* lightControl = new LightControl(sidePanel, wxSize(100, 100), m_EnvironmentSettings);
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m_Conn = m_EnvironmentSettings.RegisterObserver(0, &SendToGame);
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SendToGame(m_EnvironmentSettings);
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wxSizer* mainSizer = new wxBoxSizer(wxVERTICAL);
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wxSizer* bottomSizer = new wxBoxSizer(wxHORIZONTAL);
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wxSizer* bottomRightSizer = new wxBoxSizer(wxVERTICAL);
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wxSizer* playButtonSizer = new wxBoxSizer(wxHORIZONTAL);
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mainSizer->Add(m_TreeCtrl, wxSizerFlags().Expand().Proportion(1));
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mainSizer->Add(bottomSizer, wxSizerFlags().Expand());
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bottomSizer->Add(lightControl, wxSizerFlags().Border(wxRIGHT, 5));
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bottomSizer->Add(bottomRightSizer, wxSizerFlags().Proportion(1));
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playButtonSizer->Add(new wxButton(sidePanel, ID_Play, _("Play")), wxSizerFlags().Proportion(1));
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playButtonSizer->Add(new wxButton(sidePanel, ID_Pause, _("Pause")), wxSizerFlags().Proportion(1));
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playButtonSizer->Add(new wxButton(sidePanel, ID_Slow, _("Slow")), wxSizerFlags().Proportion(1));
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bottomRightSizer->Add(m_AnimationBox, wxSizerFlags().Expand());
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bottomRightSizer->Add(playButtonSizer, wxSizerFlags().Expand());
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sidePanel->SetSizer(mainSizer);
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//////////////////////////////////////////////////////////////////////////
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// Start by displaying the default non-existent actor
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m_CurrentActor = _T("structures/fndn_1x1.xml");
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SetActorView();
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POST_MESSAGE(RenderEnable, (eRenderView::ACTOR));
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}
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void ActorViewer::OnClose(wxCloseEvent& WXUNUSED(event))
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{
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POST_MESSAGE(Shutdown, ());
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AtlasMessage::qExit().Post();
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// blocks until engine has noticed the message, so we won't be
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// destroying the GLCanvas while it's still rendering
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Destroy();
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}
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void ActorViewer::SetActorView()
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{
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POST_MESSAGE(SetActorViewer, (m_CurrentActor.c_str(), m_AnimationBox->GetValue().c_str(), m_CurrentSpeed));
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}
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void ActorViewer::OnTreeSelection(wxTreeEvent& event)
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{
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wxTreeItemData* data = m_TreeCtrl->GetItemData(event.GetItem());
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if (! data)
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return;
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m_CurrentActor = static_cast<StringTreeItemData*>(data)->m_String;
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SetActorView();
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}
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void ActorViewer::OnAnimationSelection(wxCommandEvent& WXUNUSED(event))
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{
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SetActorView();
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}
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void ActorViewer::OnSpeedButton(wxCommandEvent& event)
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{
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if (event.GetId() == ID_Play)
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m_CurrentSpeed = 1.f;
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else if (event.GetId() == ID_Pause)
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m_CurrentSpeed = 0.f;
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else if (event.GetId() == ID_Slow)
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m_CurrentSpeed = 0.1f;
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else
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{
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wxLogDebug(_T("Invalid OnSpeedButton (%d)"), event.GetId());
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m_CurrentSpeed = 1.f;
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}
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SetActorView();
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} |