/* Copyright (C) 2022 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/GameView.h" #include "gui/GUIManager.h" #include "gui/CGUI.h" #include "lib/external_libraries/libsdl.h" #include "maths/MathUtil.h" #include "ps/Game.h" #include "ps/GameSetup/Config.h" #include "ps/GameSetup/GameSetup.h" #include "renderer/Renderer.h" #include "scriptinterface/ScriptInterface.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) g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::BIG); else g_Renderer.MakeScreenShotOnNextFrame(CRenderer::ScreenShotType::DEFAULT); } 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; ev.ev.button.clicks = msg->clicks; float x, y; msg->pos->GetScreenSpace(x, y); ev.ev.button.x = static_cast(Clamp(x, 0, g_xres)); ev.ev.button.y = static_cast(Clamp(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 = static_cast(Clamp(x, 0, g_xres)); ev.ev.motion.y = static_cast(Clamp(y, 0, g_yres)); in_dispatch_event(&ev); } MESSAGEHANDLER(GuiKeyEvent) { SDL_Event_ ev = { { 0 } }; ev.ev.type = msg->pressed ? SDL_KEYDOWN : SDL_KEYUP; ev.ev.key.keysym.sym = (SDL_Keycode)(int)msg->sdlkey; ev.ev.key.keysym.scancode = SDL_GetScancodeFromKey((SDL_Keycode)(int)msg->sdlkey); in_dispatch_event(&ev); } MESSAGEHANDLER(GuiCharEvent) { // Simulate special 'text input' events in the SDL // This isn't quite compatible with WXWidget's handling, // so to avoid trouble we only send 'letter-like' ASCII input. SDL_Event_ ev = { { 0 } }; ev.ev.type = SDL_TEXTEDITING; ev.ev.text.type = SDL_TEXTEDITING; ev.ev.text.text[0] = (char)msg->sdlkey; ev.ev.text.text[1] = (char)0; in_dispatch_event(&ev); ev.ev.type = SDL_TEXTINPUT; ev.ev.text.type = SDL_TEXTINPUT; ev.ev.text.text[0] = (char)msg->sdlkey; ev.ev.text.text[1] = (char)0; in_dispatch_event(&ev); } } // namespace AtlasMessage