Files
0ad/source/tools/atlas/GameInterface/Handlers/GraphicsSetupHandlers.cpp
T
Ykkrosh 8e02ec84f9 Updated OpenAL to 1.1 (which no longer includes ALUT).
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.
2006-09-02 21:20:25 +00:00

123 lines
2.6 KiB
C++

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