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/* Copyright (C) 2016 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpCinemaManager.h"
#include "graphics/GameView.h"
#include "graphics/CinemaManager.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/Simulation2.h"
class CCmpCinemaManager : public ICmpCinemaManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
}
DEFAULT_COMPONENT_ALLOCATOR(CinemaManager)
static std::string GetSchema()
{
return "<a:component type='system'/>"
"<empty/>"
;
}
virtual void Init(const CParamNode& UNUSED(paramNode))
{
// ...
}
virtual void Deinit()
{
// ...
}
virtual void Serialize(ISerializer& serialize)
{
if (!g_Game || !g_Game->GetView())
return;
CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
serialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
serialize.NumberU32_Unbounded("NumberOfPaths", p_CinematicSimulationData->m_Paths.size());
for (auto it : p_CinematicSimulationData->m_Paths)
{
CCinemaPath& path = it.second;
const CCinemaData* data = path.GetData();
// TODO: maybe implement String_Unbounded
serialize.String("PathName", data->m_Name, 1, 2048);
serialize.String("PathOrientation", data->m_Orientation, 1, 2048);
serialize.String("PathMode", data->m_Mode, 1, 2048);
serialize.String("PathStyle", data->m_Style, 1, 2048);
serialize.NumberFixed_Unbounded("PathTimescale", data->m_Timescale);
serialize.Bool("LookAtTarget", data->m_LookAtTarget);
serialize.NumberU32("NumberOfNodes", path.GetAllNodes().size(), 1, MAX_SPLINE_NODES);
const std::vector<SplineData>& nodes = path.GetAllNodes();
for (size_t i = 0; i < nodes.size(); ++i)
{
if (i > 0)
serialize.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
else
serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
serialize.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
serialize.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
serialize.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
serialize.NumberFixed_Unbounded("RotationX", nodes[i].Rotation.X);
serialize.NumberFixed_Unbounded("RotationY", nodes[i].Rotation.Y);
serialize.NumberFixed_Unbounded("RotationZ", nodes[i].Rotation.Z);
}
if (!data->m_LookAtTarget)
continue;
const std::vector<SplineData>& targetNodes = path.GetTargetSpline().GetAllNodes();
serialize.NumberU32("NumberOfTargetNodes", targetNodes.size(), 1, MAX_SPLINE_NODES);
for (size_t i = 0; i < targetNodes.size(); ++i)
{
if (i > 0)
serialize.NumberFixed_Unbounded("NodeDeltaTime", targetNodes[i - 1].Distance);
else
serialize.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
serialize.NumberFixed_Unbounded("PositionX", targetNodes[i].Position.X);
serialize.NumberFixed_Unbounded("PositionY", targetNodes[i].Position.Y);
serialize.NumberFixed_Unbounded("PositionZ", targetNodes[i].Position.Z);
}
}
}
virtual void Deserialize(const CParamNode& UNUSED(paramNode), IDeserializer& deserialize)
{
if (!g_Game || !g_Game->GetView())
return;
CinematicSimulationData* p_CinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
deserialize.Bool("MapRevealed", p_CinematicSimulationData->m_MapRevealed);
uint32_t numberOfPaths = 0;
deserialize.NumberU32_Unbounded("NumberOfPaths", numberOfPaths);
for (uint32_t i = 0; i < numberOfPaths; ++i)
{
CCinemaData data;
deserialize.String("PathName", data.m_Name, 1, 2048);
deserialize.String("PathOrientation", data.m_Orientation, 1, 2048);
deserialize.String("PathMode", data.m_Mode, 1, 2048);
deserialize.String("PathStyle", data.m_Style, 1, 2048);
deserialize.NumberFixed_Unbounded("PathTimescale", data.m_Timescale);
deserialize.Bool("LookAtTarget", data.m_LookAtTarget);
TNSpline pathSpline, targetSpline;
uint32_t numberOfNodes = 0;
deserialize.NumberU32("NumberOfNodes", numberOfNodes, 1, MAX_SPLINE_NODES);
for (uint32_t j = 0; j < numberOfNodes; ++j)
{
SplineData node;
deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
deserialize.NumberFixed_Unbounded("RotationX", node.Rotation.X);
deserialize.NumberFixed_Unbounded("RotationY", node.Rotation.Y);
deserialize.NumberFixed_Unbounded("RotationZ", node.Rotation.Z);
pathSpline.AddNode(node.Position, node.Rotation, node.Distance);
}
if (data.m_LookAtTarget)
{
uint32_t numberOfTargetNodes = 0;
deserialize.NumberU32("NumberOfTargetNodes", numberOfTargetNodes, 1, MAX_SPLINE_NODES);
for (uint32_t j = 0; j < numberOfTargetNodes; ++j)
{
SplineData node;
deserialize.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
deserialize.NumberFixed_Unbounded("PositionX", node.Position.X);
deserialize.NumberFixed_Unbounded("PositionY", node.Position.Y);
deserialize.NumberFixed_Unbounded("PositionZ", node.Position.Z);
targetSpline.AddNode(node.Position, CFixedVector3D(), node.Distance);
}
}
// Construct cinema path with data gathered
CCinemaPath path(data, pathSpline, targetSpline);
p_CinematicSimulationData->m_Paths[data.m_Name] = path;
}
g_Game->GetView()->GetCinema()->SetEnabled(p_CinematicSimulationData->m_Enabled);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
if (!g_Game || !g_Game->GetView())
return;
switch (msg.GetType())
{
case MT_Update:
{
const CMessageUpdate &msgData = static_cast<const CMessageUpdate&>(msg);
CinematicSimulationData* pCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
if (!pCinematicSimulationData->m_Enabled)
break;
pCinematicSimulationData->m_ElapsedTime += msgData.turnLength;
pCinematicSimulationData->m_CurrentPathElapsedTime += msgData.turnLength;
if (pCinematicSimulationData->m_CurrentPathElapsedTime >= pCinematicSimulationData->m_PathQueue.front().GetDuration())
{
CMessageCinemaPathEnded msgCinemaPathEnded(pCinematicSimulationData->m_PathQueue.front().GetName());
pCinematicSimulationData->m_PathQueue.pop_front();
g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, msgCinemaPathEnded);
pCinematicSimulationData->m_CurrentPathElapsedTime = fixed::Zero();
if (!pCinematicSimulationData->m_PathQueue.empty())
pCinematicSimulationData->m_PathQueue.front().Reset();
}
if (pCinematicSimulationData->m_ElapsedTime >= pCinematicSimulationData->m_TotalTime)
{
pCinematicSimulationData->m_CurrentPathElapsedTime = fixed::Zero();
pCinematicSimulationData->m_ElapsedTime = fixed::Zero();
pCinematicSimulationData->m_TotalTime = fixed::Zero();
g_Game->GetView()->GetCinema()->SetEnabled(false);
g_Game->GetSimulation2()->PostMessage(SYSTEM_ENTITY, CMessageCinemaQueueEnded());
}
break;
}
default:
break;
}
}
virtual void AddCinemaPathToQueue(const CStrW& name)
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->AddPathToQueue(name);
CinematicSimulationData* pCinematicSimulationData = g_Game->GetView()->GetCinema()->GetCinematicSimulationData();
if (pCinematicSimulationData->m_PathQueue.size() == 1)
pCinematicSimulationData->m_PathQueue.front().Reset();
pCinematicSimulationData->m_TotalTime += pCinematicSimulationData->m_Paths[name].GetDuration();
}
virtual void Play()
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->Play();
g_Game->GetView()->GetCinema()->SetEnabled(true);
}
virtual void Stop()
{
if (!g_Game || !g_Game->GetView())
return;
g_Game->GetView()->GetCinema()->Stop();
g_Game->GetView()->GetCinema()->SetEnabled(false);
}
};
REGISTER_COMPONENT_TYPE(CinemaManager)
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