/* Copyright (C) 2014 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 . */ #include "precompiled.h" #include "MessageHandler.h" #include "../MessagePasserImpl.h" #include "../GameLoop.h" #include "../View.h" #include "graphics/CinemaTrack.h" #include "graphics/GameView.h" #include "gui/GUIManager.h" #include "gui/GUI.h" #include "lib/external_libraries/libsdl.h" #include "lib/sysdep/cpu.h" #include "maths/MathUtil.h" #include "ps/Game.h" #include "ps/Util.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpSoundManager.h" extern void (*Atlas_GLSwapBuffers)(void* context); namespace AtlasMessage { MESSAGEHANDLER(MessageTrace) { ((MessagePasserImpl*)g_MessagePasser)->SetTrace(msg->enable); } MESSAGEHANDLER(Screenshot) { if (msg->big) WriteBigScreenshot(L".bmp", msg->tiles); else WriteScreenshot(L".png"); } QUERYHANDLER(CinemaRecord) { CCinemaManager* manager = g_Game->GetView()->GetCinema(); manager->SetCurrentPath(*msg->path, false, false); const int w = msg->width, h = msg->height; { g_Renderer.Resize(w, h); SViewPort vp = { 0, 0, w, h }; g_Game->GetView()->GetCamera()->SetViewPort(vp); g_Game->GetView()->SetCameraProjection(); } unsigned char* img = new unsigned char [w*h*3]; unsigned char* temp = new unsigned char[w*3]; int num_frames = msg->framerate * msg->duration; AtlasView::GetView_Game()->SaveState(L"cinema_record"); // Set it to update the simulation at normal speed AtlasView::GetView_Game()->SetSpeedMultiplier(1.f); for (int frame = 0; frame < num_frames; ++frame) { AtlasView::GetView_Game()->Update(1.f / msg->framerate); manager->MoveToPointAt((float)frame/msg->framerate); Render(); Atlas_GLSwapBuffers((void*)g_AtlasGameLoop->glCanvas); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, img); // Swap the rows around, else the image will be upside down //* // TODO: BGR24 output doesn't need flipping, YUV420 and RGBA32 do for (int y = 0; y < h/2; ++y) { memcpy(temp, &img[y*w*3], w*3); memcpy(&img[y*w*3], &img[(h-1-y)*w*3], w*3); memcpy(&img[(h-1-y)*w*3], temp, w*3); } //*/ // Call the user-supplied function with this data, so they can // store it as a video sCinemaRecordCB cbdata = { img }; msg->cb.Call(cbdata); } // Pause the game once we've finished AtlasView::GetView_Game()->SetSpeedMultiplier(0.f); AtlasView::GetView_Game()->RestoreState(L"cinema_record"); // TODO: delete the saved state now that we don't need it any more delete[] img; delete[] temp; // Restore viewport { g_Renderer.Resize(g_xres, g_yres); SViewPort vp = { 0, 0, g_xres, g_yres }; g_Game->GetView()->GetCamera()->SetViewPort(vp); g_Game->GetView()->SetCameraProjection(); } } QUERYHANDLER(Ping) { UNUSED2(msg); } MESSAGEHANDLER(SimStopMusic) { UNUSED2(msg); CmpPtr cmpSoundManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpSoundManager) cmpSoundManager->StopMusic(); } MESSAGEHANDLER(SimStateSave) { AtlasView::GetView_Game()->SaveState(*msg->label); } MESSAGEHANDLER(SimStateRestore) { AtlasView::GetView_Game()->RestoreState(*msg->label); } QUERYHANDLER(SimStateDebugDump) { msg->dump = AtlasView::GetView_Game()->DumpState(msg->binary); } MESSAGEHANDLER(SimPlay) { AtlasView::GetView_Game()->SetSpeedMultiplier(msg->speed); AtlasView::GetView_Game()->SetTesting(msg->simTest); } MESSAGEHANDLER(JavaScript) { g_GUI->GetActiveGUI()->GetScriptInterface()->LoadGlobalScript(L"Atlas", *msg->command); } MESSAGEHANDLER(GuiSwitchPage) { g_GUI->SwitchPage(*msg->page, NULL, JS::UndefinedHandleValue); } MESSAGEHANDLER(GuiMouseButtonEvent) { SDL_Event_ ev = { { 0 } }; ev.ev.type = msg->pressed ? SDL_MOUSEBUTTONDOWN : SDL_MOUSEBUTTONUP; ev.ev.button.button = msg->button; ev.ev.button.state = msg->pressed ? SDL_PRESSED : SDL_RELEASED; float x, y; msg->pos->GetScreenSpace(x, y); ev.ev.button.x = (u16)clamp((int)x, 0, g_xres); ev.ev.button.y = (u16)clamp((int)y, 0, g_yres); in_dispatch_event(&ev); } MESSAGEHANDLER(GuiMouseMotionEvent) { SDL_Event_ ev = { { 0 } }; ev.ev.type = SDL_MOUSEMOTION; float x, y; msg->pos->GetScreenSpace(x, y); ev.ev.motion.x = (u16)clamp((int)x, 0, g_xres); ev.ev.motion.y = (u16)clamp((int)y, 0, g_yres); in_dispatch_event(&ev); } MESSAGEHANDLER(GuiKeyEvent) { SDL_Event_ ev = { { 0 } }; ev.ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP; #if SDL_VERSION_ATLEAST(2, 0, 0) ev.ev.key.keysym.sym = (SDL_Keycode)(int)msg->sdlkey; #else ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey; ev.ev.key.keysym.unicode = msg->unichar; #endif in_dispatch_event(&ev); } MESSAGEHANDLER(GuiCharEvent) { // wxWidgets has special Char events but SDL doesn't, so convert it to // a keydown+keyup sequence. (We do the conversion here instead of on // the wx side to avoid nondeterministic behaviour caused by async messaging.) SDL_Event_ ev = { { 0 } }; ev.ev.type = SDL_KEYDOWN; #if SDL_VERSION_ATLEAST(2, 0, 0) ev.ev.key.keysym.sym = (SDL_Keycode)(int)msg->sdlkey; #else ev.ev.key.keysym.sym = (SDLKey)(int)msg->sdlkey; ev.ev.key.keysym.unicode = msg->unichar; #endif in_dispatch_event(&ev); ev.ev.type = SDL_KEYUP; in_dispatch_event(&ev); } }