| 1 | /* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ |
| 2 | /* If you are missing that file, acquire a complete release at teeworlds.com. */ |
| 3 | #include "maplayers.h" |
| 4 | |
| 5 | #include <game/client/gameclient.h> |
| 6 | #include <game/localization.h> |
| 7 | |
| 8 | CMapLayers::CMapLayers(ERenderType Type, bool OnlineOnly) |
| 9 | { |
| 10 | m_Type = Type; |
| 11 | m_OnlineOnly = OnlineOnly; |
| 12 | |
| 13 | // static parameters for ingame rendering |
| 14 | m_Params.m_RenderType = m_Type; |
| 15 | m_Params.m_RenderInvalidTiles = false; |
| 16 | m_Params.m_TileAndQuadBuffering = true; |
| 17 | m_Params.m_RenderTileBorder = true; |
| 18 | } |
| 19 | |
| 20 | void CMapLayers::OnInit() |
| 21 | { |
| 22 | m_pLayers = Layers(); |
| 23 | m_pImages = &GameClient()->m_MapImages; |
| 24 | m_MapRenderer.Clear(); |
| 25 | } |
| 26 | |
| 27 | CCamera *CMapLayers::GetCurCamera() |
| 28 | { |
| 29 | return &GameClient()->m_Camera; |
| 30 | } |
| 31 | |
| 32 | void CMapLayers::OnMapLoad() |
| 33 | { |
| 34 | FRenderUploadCallback FRenderCallback = [&](const char *pTitle, const char *pMessage, int IncreaseCounter) { GameClient()->m_Menus.RenderLoading(pCaption: pTitle, pContent: pMessage, IncreaseCounter); }; |
| 35 | auto FRenderCallbackOptional = std::make_optional<FRenderUploadCallback>(args&: FRenderCallback); |
| 36 | |
| 37 | const char *pLoadingTitle = Localize(pStr: "Loading map" ); |
| 38 | const char *pLoadingMessage = Localize(pStr: "Uploading map data to GPU" ); |
| 39 | GameClient()->m_Menus.RenderLoading(pCaption: pLoadingTitle, pContent: pLoadingMessage, IncreaseCounter: 0); |
| 40 | |
| 41 | // can't do that in CMapLayers::OnInit, because some of this interfaces are not available yet |
| 42 | m_MapRenderer.OnInit(pGraphics: Graphics(), pTextRender: TextRender(), pRenderMap: RenderMap()); |
| 43 | |
| 44 | m_EnvEvaluator = CEnvelopeState(m_pLayers->Map(), m_OnlineOnly); |
| 45 | m_EnvEvaluator.OnInterfacesInit(pClient: GameClient()); |
| 46 | m_MapRenderer.Load(Type: m_Type, pLayers: m_pLayers, pMapImages: m_pImages, pEnvelopeEval: &m_EnvEvaluator, RenderCallbackOptional: FRenderCallbackOptional); |
| 47 | } |
| 48 | |
| 49 | void CMapLayers::OnRender() |
| 50 | { |
| 51 | if(m_OnlineOnly && Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) |
| 52 | return; |
| 53 | |
| 54 | // dynamic parameters for ingame rendering |
| 55 | m_Params.m_EntityOverlayVal = m_Type == RENDERTYPE_FULL_DESIGN ? 0 : g_Config.m_ClOverlayEntities; |
| 56 | m_Params.m_Center = GetCurCamera()->m_Center; |
| 57 | m_Params.m_Zoom = GetCurCamera()->m_Zoom; |
| 58 | m_Params.m_RenderText = g_Config.m_ClTextEntities; |
| 59 | m_Params.m_DebugRenderGroupClips = g_Config.m_DbgRenderGroupClips; |
| 60 | m_Params.m_DebugRenderQuadClips = g_Config.m_DbgRenderQuadClips; |
| 61 | m_Params.m_DebugRenderClusterClips = g_Config.m_DbgRenderClusterClips; |
| 62 | m_Params.m_DebugRenderTileClips = g_Config.m_DbgRenderTileClips; |
| 63 | |
| 64 | m_MapRenderer.Render(Params: m_Params); |
| 65 | } |
| 66 | |