#include "screens.h" #include #include #include #include #include #include #include #include "../window/Camera.h" #include "../window/Events.h" #include "../window/input.h" #include "../graphics/Shader.h" #include "../graphics/Batch2D.h" #include "../graphics/GfxContext.h" #include "../graphics/TextureAnimation.h" #include "../assets/Assets.h" #include "../world/Level.h" #include "../world/World.h" #include "../objects/Player.h" #include "../logic/ChunksController.h" #include "../logic/LevelController.h" #include "../voxels/Chunks.h" #include "../voxels/Chunk.h" #include "../engine.h" #include "../util/stringutil.h" #include "../core_defs.h" #include "WorldRenderer.h" #include "hud.h" #include "ContentGfxCache.h" #include "LevelFrontend.h" #include "gui/GUI.h" #include "gui/panels.h" #include "menu.h" #include "../content/Content.h" #include "../voxels/Block.h" Screen::Screen(Engine* engine) : engine(engine), batch(new Batch2D(1024)) { } Screen::~Screen() { } MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) { auto menu = engine->getGUI()->getMenu(); menus::refresh_menus(engine, menu); menu->reset(); menu->set("main"); uicamera.reset(new Camera(glm::vec3(), Window::height)); uicamera->perspective = false; uicamera->flipped = true; } MenuScreen::~MenuScreen() { } void MenuScreen::update(float delta) { } void MenuScreen::draw(float delta) { Window::clear(); Window::setBgColor(glm::vec3(0.2f)); uicamera->setFov(Window::height); Shader* uishader = engine->getAssets()->getShader("ui"); uishader->use(); uishader->uniformMatrix("u_projview", uicamera->getProjView()); uint width = Window::width; uint height = Window::height; batch->begin(); batch->texture(engine->getAssets()->getTexture("gui/menubg")); batch->rect(0, 0, width, height, 0, 0, 0, UVRegion(0, 0, width/64, height/64), false, false, glm::vec4(1.0f)); batch->render(); } static bool backlight; LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level), frontend(std::make_unique(level, engine->getAssets())), hud(std::make_unique(engine, frontend.get())), worldRenderer(std::make_unique(engine, frontend.get())), controller(std::make_unique(engine->getSettings(), level)) { auto& settings = engine->getSettings(); backlight = settings.graphics.backlight; animator.reset(new TextureAnimator()); animator->addAnimations(engine->getAssets()->getAnimations()); } LevelScreen::~LevelScreen() { std::cout << "-- writing world" << std::endl; auto world = level->getWorld(); world->write(level.get()); } void LevelScreen::updateHotkeys() { auto& settings = engine->getSettings(); if (Events::jpressed(keycode::O)) { settings.graphics.frustumCulling = !settings.graphics.frustumCulling; } if (Events::jpressed(keycode::F1)) { hudVisible = !hudVisible; } if (Events::jpressed(keycode::F3)) { level->player->debug = !level->player->debug; } if (Events::jpressed(keycode::F5)) { level->chunks->saveAndClear(); } } void LevelScreen::update(float delta) { gui::GUI* gui = engine->getGUI(); bool inputLocked = hud->isPause() || hud->isInventoryOpen() || gui->isFocusCaught(); if (!gui->isFocusCaught()) { updateHotkeys(); } // TODO: subscribe for setting change EngineSettings& settings = engine->getSettings(); level->player->camera->setFov(glm::radians(settings.camera.fov)); if (settings.graphics.backlight != backlight) { level->chunks->saveAndClear(); backlight = settings.graphics.backlight; } if (!hud->isPause()) { level->world->updateTimers(delta); animator->update(delta); } controller->update(delta, !inputLocked, hud->isPause()); hud->update(hudVisible); } void LevelScreen::draw(float delta) { auto camera = level->player->currentCamera; Viewport viewport(Window::width, Window::height); GfxContext ctx(nullptr, viewport, batch.get()); worldRenderer->draw(ctx, camera.get(), hudVisible); hud->drawOverlay(ctx); if (hudVisible) { hud->draw(ctx); if (level->player->debug) { hud->drawDebug(1 / delta); } } }