void CTerritoryTexture::RecomputeTexture(int unit) { // If the map was resized, delete and regenerate the texture if (m_Texture) { CmpPtr<ICmpTerrain> cmpTerrain(m_Simulation, SYSTEM_ENTITY); if (cmpTerrain && m_MapSize != (ssize_t)cmpTerrain->GetVerticesPerSide()) DeleteTexture(); } if (!m_Texture) ConstructTexture(unit); PROFILE("recompute territory texture"); std::vector<u8> bitmap; bitmap.resize(m_MapSize * m_MapSize * 4); CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY); if (!cmpTerritoryManager) return; const Grid<u8> territories = cmpTerritoryManager->GetTerritoryGrid(); GenerateBitmap(territories, &bitmap[0], m_MapSize, m_MapSize); g_Renderer.BindTexture(unit, m_Texture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_MapSize, m_MapSize, GL_RGBA, GL_UNSIGNED_BYTE, &bitmap[0]); }
bool CTerritoryTexture::UpdateDirty() { CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(m_Simulation, SYSTEM_ENTITY); if (!cmpTerritoryManager) return false; return cmpTerritoryManager->NeedUpdate(&m_DirtyID); }
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; }
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global)) { switch (msg.GetType()) { case MT_Interpolate: { PROFILE("Position::Interpolate"); const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg); float rotY = m_RotY.ToFloat(); if (rotY != m_InterpolatedRotY) { float delta = rotY - m_InterpolatedRotY; // Wrap delta to -M_PI..M_PI delta = fmodf(delta + (float)M_PI, 2*(float)M_PI); // range -2PI..2PI if (delta < 0) delta += 2*(float)M_PI; // range 0..2PI delta -= (float)M_PI; // range -M_PI..M_PI // Clamp to max rate float deltaClamped = clamp(delta, -m_RotYSpeed*msgData.deltaSimTime, +m_RotYSpeed*msgData.deltaSimTime); // Calculate new orientation, in a peculiar way in order to make sure the // result gets close to m_orientation (rather than being n*2*M_PI out) m_InterpolatedRotY = rotY + deltaClamped - delta; // update the visual XZ rotation if (m_InWorld) { m_LastInterpolatedRotX = m_InterpolatedRotX; m_LastInterpolatedRotZ = m_InterpolatedRotZ; UpdateXZRotation(); } UpdateMessageSubscriptions(); } break; } case MT_TurnStart: { m_LastInterpolatedRotX = m_InterpolatedRotX; m_LastInterpolatedRotZ = m_InterpolatedRotZ; if (m_InWorld && (m_LastX != m_X || m_LastZ != m_Z)) UpdateXZRotation(); // Store the positions from the turn before m_PrevX = m_LastX; m_PrevZ = m_LastZ; m_LastX = m_X; m_LastZ = m_Z; m_LastYDifference = entity_pos_t::Zero(); // warn when a position change also causes a territory change under the entity if (m_InWorld) { player_id_t newTerritory; CmpPtr<ICmpTerritoryManager> cmpTerritoryManager(GetSystemEntity()); if (cmpTerritoryManager) newTerritory = cmpTerritoryManager->GetOwner(m_X, m_Z); else newTerritory = INVALID_PLAYER; if (newTerritory != m_Territory) { m_Territory = newTerritory; CMessageTerritoryPositionChanged msg(GetEntityId(), m_Territory); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } } else if (m_Territory != INVALID_PLAYER) { m_Territory = INVALID_PLAYER; CMessageTerritoryPositionChanged msg(GetEntityId(), m_Territory); GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg); } break; } case MT_TerrainChanged: case MT_WaterChanged: { AdvertiseInterpolatedPositionChanges(); break; } case MT_Deserialized: { Deserialized(); break; } } }