mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-07-10 18:16:33 +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.
123 lines
2.6 KiB
C++
123 lines
2.6 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../GameLoop.h"
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#include "../CommandProc.h"
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#include "../ActorViewer.h"
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#include "../View.h"
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#include "renderer/Renderer.h"
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#include "graphics/GameView.h"
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#include "gui/GUIbase.h"
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#include "gui/CGUI.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "maths/MathUtil.h"
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#include "ps/GameSetup/Config.h"
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#include "ps/GameSetup/GameSetup.h"
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namespace AtlasMessage {
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static bool g_DidInitSim;
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MESSAGEHANDLER(Init)
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{
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UNUSED2(msg);
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oglInit();
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g_Quickstart = true;
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uint flags = INIT_HAVE_VMODE|INIT_NO_GUI;
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if (! msg->initsimulation)
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flags |= INIT_NO_SIM;
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Init(g_GameLoop->argc, g_GameLoop->argv, flags);
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g_DidInitSim = msg->initsimulation; // so we can shut down the right things later
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#if OS_WIN
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// HACK (to stop things looking very ugly when scrolling) - should
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// use proper config system.
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if(oglHaveExtension("WGL_EXT_swap_control"))
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pwglSwapIntervalEXT(1);
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#endif
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}
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MESSAGEHANDLER(Shutdown)
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{
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UNUSED2(msg);
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// Empty the CommandProc, to get rid of its references to entities before
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// we kill the EntityManager
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GetCommandProc().Destroy();
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View::DestroyViews();
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g_GameLoop->view = View::GetView_None();
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uint flags = 0;
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if (! g_DidInitSim)
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flags |= INIT_NO_SIM;
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Shutdown(flags);
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}
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QUERYHANDLER(Exit)
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{
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UNUSED2(msg);
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g_GameLoop->running = false;
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}
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MESSAGEHANDLER(RenderEnable)
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{
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if (msg->view == eRenderView::NONE) g_GameLoop->view = View::GetView_None();
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else if (msg->view == eRenderView::GAME) g_GameLoop->view = View::GetView_Game();
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else if (msg->view == eRenderView::ACTOR) g_GameLoop->view = View::GetView_Actor();
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else debug_warn("Invalid view type");
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}
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MESSAGEHANDLER(SetActorViewer)
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{
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View::GetView_Actor()->SetSpeedMultiplier(msg->speed);
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View::GetView_Actor()->GetActorViewer().SetActor(*msg->id, *msg->animation);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(SetContext)
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{
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g_GameLoop->glContext = msg->context;
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Atlas_GLSetCurrent((void*)g_GameLoop->glContext);
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}
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MESSAGEHANDLER(ResizeScreen)
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{
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g_xres = msg->width;
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g_yres = msg->height;
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if (g_xres <= 2) g_xres = 2; // avoid GL errors caused by invalid sizes
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if (g_yres <= 2) g_yres = 2;
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SViewPort vp = { 0, 0, g_xres, g_yres };
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g_Renderer.SetViewport(vp);
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g_Renderer.Resize(g_xres, g_yres);
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g_GUI.UpdateResolution();
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g_Console->UpdateScreenSize(g_xres, g_yres);
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}
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//////////////////////////////////////////////////////////////////////////
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MESSAGEHANDLER(RenderStyle)
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{
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g_Renderer.SetTerrainRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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g_Renderer.SetModelRenderMode(msg->wireframe ? EDGED_FACES : SOLID);
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}
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}
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