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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 <sstream>
#include <string>
#include "graphics/Camera.h"
#include "graphics/CinemaManager.h"
#include "graphics/GameView.h"
#include "gui/CGUI.h"
#include "gui/GUIManager.h"
#include "gui/IGUIObject.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Quaternion.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include "ps/CLogger.h"
#include "ps/CStr.h"
#include "ps/Game.h"
#include "ps/GameSetup/Config.h"
#include "ps/Hotkey.h"
#include "simulation2/components/ICmpOverlayRenderer.h"
#include "simulation2/components/ICmpRangeManager.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTerritoryManager.h"
#include "simulation2/MessageTypes.h"
#include "simulation2/system/ComponentManager.h"
#include "simulation2/Simulation2.h"
#include "renderer/Renderer.h"
CCinemaManager::CCinemaManager()
: m_DrawPaths(false)
{
}
void CCinemaManager::AddPath(const CStrW& name, const CCinemaPath& path)
{
if (m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end())
{
LOGWARNING("Path with name '%s' already exists", name.ToUTF8());
return;
}
m_CinematicSimulationData.m_Paths[name] = path;
}
void CCinemaManager::AddPathToQueue(const CStrW& name)
{
if (!HasPath(name))
{
LOGWARNING("Path with name '%s' doesn't exist", name.ToUTF8());
return;
}
m_CinematicSimulationData.m_PathQueue.push_back(m_CinematicSimulationData.m_Paths[name]);
}
void CCinemaManager::ClearQueue()
{
m_CinematicSimulationData.m_PathQueue.clear();
}
void CCinemaManager::SetAllPaths(const std::map<CStrW, CCinemaPath>& paths)
{
m_CinematicSimulationData.m_Paths = paths;
}
bool CCinemaManager::HasPath(const CStrW& name) const
{
return m_CinematicSimulationData.m_Paths.find(name) != m_CinematicSimulationData.m_Paths.end();
}
void CCinemaManager::SetEnabled(bool enabled)
{
// TODO: maybe assert?
if (m_CinematicSimulationData.m_PathQueue.empty() && enabled)
{
enabled = false;
m_CinematicSimulationData.m_Paused = true;
}
if (m_CinematicSimulationData.m_Enabled == enabled)
return;
// TODO: Enabling/Disabling does not work if the session GUI page is not the top page.
// This can happen in various situations, for example when the player wins/looses the game
// while the cinematic is running (a message box is the top page in this case).
// It might be better to disable the whole GUI during the cinematic instead of a specific
// GUI object.
// sn - session gui object
IGUIObject *sn = g_GUI->FindObjectByName("sn");
CmpPtr<ICmpRangeManager> cmpRangeManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(g_Game->GetSimulation2()->GetSimContext().GetSystemEntity());
// GUI visibility
if (sn)
{
if (enabled)
sn->SetSetting("hidden", L"true");
else
sn->SetSetting("hidden", L"false");
}
// Overlay visibility
g_Renderer.SetOptionBool(CRenderer::Option::OPT_SILHOUETTES, !enabled);
if (cmpRangeManager)
{
if (enabled)
m_CinematicSimulationData.m_MapRevealed = cmpRangeManager->GetLosRevealAll(-1);
// TODO: improve m_MapRevealed state and without fade in
cmpRangeManager->SetLosRevealAll(-1, enabled);
}
if (cmpTerritoryManager)
cmpTerritoryManager->SetVisibility(!enabled);
ICmpSelectable::SetOverrideVisibility(!enabled);
ICmpOverlayRenderer::SetOverrideVisibility(!enabled);
m_CinematicSimulationData.m_Enabled = enabled;
}
void CCinemaManager::Play()
{
m_CinematicSimulationData.m_Paused = false;
}
void CCinemaManager::Stop()
{
m_CinematicSimulationData.m_PathQueue.clear();
}
void CCinemaManager::Update(const float deltaRealTime)
{
if (g_Game->m_Paused != m_CinematicSimulationData.m_Paused)
{
m_CinematicSimulationData.m_Paused = g_Game->m_Paused;
// sn - session gui object
IGUIObject *sn = g_GUI->FindObjectByName("sn");
// GUI visibility
if (sn)
{
if (m_CinematicSimulationData.m_Paused)
sn->SetSetting("hidden", L"false");
else
sn->SetSetting("hidden", L"true");
}
}
if (m_CinematicSimulationData.m_PathQueue.empty() || !m_CinematicSimulationData.m_Enabled || m_CinematicSimulationData.m_Paused)
return;
if (HotkeyIsPressed("leave"))
{
// TODO: implement skip
}
m_CinematicSimulationData.m_PathQueue.front().Play(deltaRealTime);
}
void CCinemaManager::Render()
{
if (GetEnabled())
{
DrawBars();
return;
}
if (!m_DrawPaths)
return;
// draw all paths
for (const std::pair<CStrW, CCinemaPath>& p : m_CinematicSimulationData.m_Paths)
p.second.Draw();
}
void CCinemaManager::DrawBars() const
{
int height = (float)g_xres / 2.39f;
int shift = (g_yres - height) / 2;
if (shift <= 0)
return;
#if CONFIG2_GLES
#warning TODO : implement bars for GLES
#else
// Set up transform for GL bars
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CMatrix3D transform;
transform.SetOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glLoadMatrixf(&transform._11);
glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBegin(GL_QUADS);
glVertex2i(0, 0);
glVertex2i(g_xres, 0);
glVertex2i(g_xres, shift);
glVertex2i(0, shift);
glEnd();
glBegin(GL_QUADS);
glVertex2i(0, g_yres - shift);
glVertex2i(g_xres, g_yres - shift);
glVertex2i(g_xres, g_yres);
glVertex2i(0, g_yres);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
// Restore transform
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
#endif
}
InReaction cinema_manager_handler(const SDL_Event_* ev)
{
// put any events that must be processed even if inactive here
if (!g_Game || !g_Game->IsGameStarted())
return IN_PASS;
CCinemaManager* pCinemaManager = g_Game->GetView()->GetCinema();
return pCinemaManager->HandleEvent(ev);
}
InReaction CCinemaManager::HandleEvent(const SDL_Event_* ev)
{
switch (ev->ev.type)
{
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if (GetEnabled() && !m_CinematicSimulationData.m_Paused)
return IN_HANDLED;
default:
return IN_PASS;
}
}
bool CCinemaManager::GetEnabled() const
{
return m_CinematicSimulationData.m_Enabled;
}
bool CCinemaManager::IsPlaying() const
{
return !m_CinematicSimulationData.m_Paused;
}
const std::map<CStrW, CCinemaPath>& CCinemaManager::GetAllPaths()
{
return m_CinematicSimulationData.m_Paths;
}
CinematicSimulationData* CCinemaManager::GetCinematicSimulationData()
{
return &m_CinematicSimulationData;
}
bool CCinemaManager::GetPathsDrawing() const
{
return m_DrawPaths;
}
void CCinemaManager::SetPathsDrawing(const bool drawPath)
{
m_DrawPaths = drawPath;
}
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