minor refactor
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ded80e0d4b
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@ -1,48 +1,43 @@
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#include "definitions.h"
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#include <glm/glm.hpp>
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#include "items/ItemDef.h"
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#include "content/Content.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/input.h"
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#include "voxels/Block.h"
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using glm::vec3;
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// All in-game definitions (blocks, items, etc..)
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void setup_definitions(ContentBuilder* builder) { // Strange function, need to REDO ?
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Block* block = new Block("core:air", "air");
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block->replaceable = true;
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block->drawGroup = 1;
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block->lightPassing = true;
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block->skyLightPassing = true;
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block->obstacle = false;
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block->selectable = false;
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block->model = BlockModel::none;
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block->pickingItem = "core:empty";
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builder->add(block);
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ItemDef* item = builder->createItem("core:empty");
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item->iconType = item_icon_type::none;
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}
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void setup_bindings() {
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Events::bind(BIND_MOVE_FORWARD, inputtype::keyboard, keycode::W);
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Events::bind(BIND_MOVE_BACK, inputtype::keyboard, keycode::S);
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Events::bind(BIND_MOVE_RIGHT, inputtype::keyboard, keycode::D);
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Events::bind(BIND_MOVE_LEFT, inputtype::keyboard, keycode::A);
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Events::bind(BIND_MOVE_JUMP, inputtype::keyboard, keycode::SPACE);
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Events::bind(BIND_MOVE_SPRINT, inputtype::keyboard, keycode::LEFT_CONTROL);
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Events::bind(BIND_MOVE_CROUCH, inputtype::keyboard, keycode::LEFT_SHIFT);
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Events::bind(BIND_MOVE_CHEAT, inputtype::keyboard, keycode::R);
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Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
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Events::bind(BIND_CAM_MODE, inputtype::keyboard, keycode::F4);
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Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
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Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
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Events::bind(BIND_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1);
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Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2);
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Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3);
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Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
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#include "core_defs.h"
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#include "items/ItemDef.h"
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#include "content/Content.h"
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#include "window/Window.h"
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#include "window/Events.h"
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#include "window/input.h"
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#include "voxels/Block.h"
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// All in-game definitions (blocks, items, etc..)
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void corecontent::setup(ContentBuilder* builder) {
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Block* block = builder->createBlock("core:air");
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block->replaceable = true;
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block->drawGroup = 1;
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block->lightPassing = true;
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block->skyLightPassing = true;
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block->obstacle = false;
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block->selectable = false;
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block->model = BlockModel::none;
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block->pickingItem = "core:empty";
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ItemDef* item = builder->createItem("core:empty");
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item->iconType = item_icon_type::none;
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}
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void corecontent::setup_bindings() {
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Events::bind(BIND_MOVE_FORWARD, inputtype::keyboard, keycode::W);
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Events::bind(BIND_MOVE_BACK, inputtype::keyboard, keycode::S);
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Events::bind(BIND_MOVE_RIGHT, inputtype::keyboard, keycode::D);
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Events::bind(BIND_MOVE_LEFT, inputtype::keyboard, keycode::A);
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Events::bind(BIND_MOVE_JUMP, inputtype::keyboard, keycode::SPACE);
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Events::bind(BIND_MOVE_SPRINT, inputtype::keyboard, keycode::LEFT_CONTROL);
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Events::bind(BIND_MOVE_CROUCH, inputtype::keyboard, keycode::LEFT_SHIFT);
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Events::bind(BIND_MOVE_CHEAT, inputtype::keyboard, keycode::R);
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Events::bind(BIND_CAM_ZOOM, inputtype::keyboard, keycode::C);
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Events::bind(BIND_CAM_MODE, inputtype::keyboard, keycode::F4);
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Events::bind(BIND_PLAYER_NOCLIP, inputtype::keyboard, keycode::N);
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Events::bind(BIND_PLAYER_FLIGHT, inputtype::keyboard, keycode::F);
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Events::bind(BIND_PLAYER_ATTACK, inputtype::mouse, mousecode::BUTTON_1);
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Events::bind(BIND_PLAYER_BUILD, inputtype::mouse, mousecode::BUTTON_2);
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Events::bind(BIND_PLAYER_PICK, inputtype::mouse, mousecode::BUTTON_3);
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Events::bind(BIND_HUD_INVENTORY, inputtype::keyboard, keycode::TAB);
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}
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@ -3,7 +3,6 @@
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#include <string>
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const std::string TEXTURE_NOTFOUND = "notfound";
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/* bindings used in engine code */
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@ -24,4 +23,11 @@ const std::string BIND_PLAYER_BUILD = "player.build";
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const std::string BIND_PLAYER_PICK = "player.pick";
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const std::string BIND_HUD_INVENTORY = "hud.inventory";
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class ContentBuilder;
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namespace corecontent {
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extern void setup_bindings();
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extern void setup(ContentBuilder* builder);
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}
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#endif // SRC_CORE_DEFS_H_
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@ -1,13 +0,0 @@
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#ifndef DECLARATIONS_H
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#define DECLARATIONS_H
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#include <iostream>
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#include "core_defs.h"
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class ContentBuilder;
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extern void setup_bindings();
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extern void setup_definitions(ContentBuilder* builder);
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#endif // DECLARATIONS_H
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@ -37,7 +37,7 @@
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#include "frontend/locale/langs.h"
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#include "logic/scripting/scripting.h"
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#include "definitions.h"
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#include "core_defs.h"
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namespace fs = std::filesystem;
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@ -148,7 +148,7 @@ inline const std::string checkPacks(const std::unordered_set<std::string>& packs
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void Engine::loadContent() {
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auto resdir = paths->getResources();
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ContentBuilder contentBuilder;
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setup_definitions(&contentBuilder);
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corecontent::setup(&contentBuilder);
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paths->setContentPacks(&contentPacks);
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std::vector<fs::path> resRoots;
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@ -5,7 +5,7 @@
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#include <filesystem>
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#include <stdexcept>
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#include "definitions.h"
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#include "core_defs.h"
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#include "engine.h"
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#include "util/platform.h"
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#include "coders/toml.h"
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@ -38,7 +38,7 @@ int main(int argc, char** argv) {
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toml::Reader reader(wrapper.get(), settings_file.string(), text);
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reader.read();
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}
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setup_bindings();
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corecontent::setup_bindings();
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Engine engine(settings, &paths);
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if (fs::is_regular_file(controls_file)) {
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std::cout << "-- loading controls" << std::endl;
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