void GenerateTopologyMap (CUniverse &Universe, CXMLElement *pCmdLine) { int i; // Some parameters int iScale = pCmdLine->GetAttributeIntegerBounded(CONSTLIT("scale"), 100, -1, -1); // We need to create all systems so that the global object table is // initialized. for (i = 0; i < Universe.GetTopologyNodeCount(); i++) { CTopologyNode *pNode = Universe.GetTopologyNode(i); // Do not try to create end game nodes if (pNode->IsEndGame()) continue; // Node is known pNode->SetKnown(); // Create this system CSystem *pNewSystem; CString sError; if (Universe.CreateStarSystem(pNode, &pNewSystem, &sError) != NOERROR) { printf("ERROR: creating system %s: %s\n", (LPSTR)pNode->GetSystemName(), (LPSTR)sError); continue; } // Delete the system Universe.FlushStarSystem(pNode); } // Initialize the output COutputChart Output; Output.SetStyleFont(STYLE_NAME, pCmdLine->GetAttribute(CONSTLIT("font"))); Output.SetStyleColor(STYLE_NAME, CG32bitPixel(0xFF, 0xFF, 0xFF)); Output.SetOutputFilespec(pCmdLine->GetAttribute(CONSTLIT("output"))); // Get the topology node CTopologyNode *pFirstNode = Universe.GetFirstTopologyNode(); if (pFirstNode == NULL) { printf("ERROR: Unable to find topology node.\n"); return; } // Get the system map for the node CSystemMap *pMap = pFirstNode->GetDisplayPos(); if (pMap == NULL) { printf("ERROR: No system map for node %s.\n", pFirstNode->GetID().GetASCIIZPointer()); return; } // If we didn't set a scale, use the map's initial scale if (iScale == -1) pMap->GetScale(&iScale); // Initialize painting structures CSystemMapThumbnails Thumbs; Thumbs.Init(Universe.GetGlobalObjects()); CGalacticMapPainter Painter(Universe, pMap, Thumbs); int cxMap = Painter.GetWidth() * iScale / 100; int cyMap = Painter.GetHeight() * iScale / 100; // Compute the size of the map RECT rcView; rcView.left = 0; rcView.top = 0; rcView.right = cxMap; rcView.bottom = cyMap; // Create the output Output.SetContentSize(cxMap, cyMap); CG32bitImage &Dest = Output.GetOutputImage(); // Paint Painter.SetViewport(rcView); Painter.SetScale(iScale); Painter.SetPos(0, 0); Painter.Paint(Dest); // Done Output.Output(); }