314 lines
9.3 KiB
C++
314 lines
9.3 KiB
C++
#include "hud.h"
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#include <iostream>
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#include <sstream>
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#include <memory>
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#include <stdexcept>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "../typedefs.h"
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#include "../util/stringutil.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Batch2D.h"
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#include "../graphics/Font.h"
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#include "../graphics/Mesh.h"
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#include "../window/Camera.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/Chunks.h"
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#include "../voxels/Block.h"
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#include "../world/World.h"
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#include "../world/Level.h"
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#include "../objects/Player.h"
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#include "../physics/Hitbox.h"
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#include "gui/controls.h"
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#include "gui/panels.h"
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "screens.h"
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#include "../engine.h"
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using std::wstring;
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using std::shared_ptr;
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using glm::vec2;
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using glm::vec3;
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using glm::vec4;
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using namespace gui;
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inline Label* create_label(gui::wstringsupplier supplier) {
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Label* label = new Label(L"-");
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label->textSupplier(supplier);
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return label;
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}
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HudRenderer::HudRenderer(Engine* engine, Level* level) : level(level), assets(engine->getAssets()), guiController(engine->getGUI()) {
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batch = new Batch2D(1024);
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uicamera = new Camera(vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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Panel* panel = new Panel(vec2(200, 200), vec4(5.0f), 1.0f);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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panel->setCoord(vec2(10, 10));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount);
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"fps: "+this->fpsString;
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"occlusion: "+wstring(this->occlusion ? L"on" : L"off");
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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std::wstringstream stream;
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stream << std::hex << this->level->player->selectedVoxel.states;
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return L"block-selected: "+std::to_wstring(this->level->player->selectedVoxel.id)+L" "+stream.str();
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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})));
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for (int ax = 0; ax < 3; ax++){
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Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
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sub->orientation(Orientation::horizontal);
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wstring str = L"x: ";
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str[0] += ax;
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Label* label = new Label(str);
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label->margin(vec4(2, 3, 2, 3));
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sub->add(shared_ptr<UINode>(label));
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sub->color(vec4(0.0f));
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// Coordinate input
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TextBox* box = new TextBox(L"");
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box->textSupplier([this, ax]() {
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Hitbox* hitbox = this->level->player->hitbox;
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return std::to_wstring((int)hitbox->position[ax]);
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});
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box->textConsumer([this, ax](wstring text) {
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try {
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vec3 position = this->level->player->hitbox->position;
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position[ax] = std::stoi(text);
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this->level->player->teleport(position);
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} catch (std::invalid_argument& _){
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}
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});
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sub->add(shared_ptr<UINode>(box));
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panel->add(shared_ptr<UINode>(sub));
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}
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panel->refresh();
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debugPanel = shared_ptr<UINode>(panel);
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Panel* pauseMenu = new Panel(vec2(350, 200));
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pauseMenu->color(vec4(0.0f));
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{
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Button* button = new Button(L"Continue", vec4(12.0f, 10.0f, 12.0f, 12.0f));
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button->listenAction([this](GUI*){
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this->pause = false;
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});
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pauseMenu->add(shared_ptr<UINode>(button));
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}
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{
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Button* button = new Button(L"Save and Quit to Menu", vec4(12.0f, 10.0f, 12.0f, 12.0f));
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button->listenAction([this, engine](GUI*){
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this->pauseMenu->visible(false);
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engine->setScreen(shared_ptr<Screen>(new MenuScreen(engine)));
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});
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pauseMenu->add(shared_ptr<UINode>(button));
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}
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this->pauseMenu = std::shared_ptr<gui::UINode>(pauseMenu);
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guiController->add(this->debugPanel);
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guiController->add(this->pauseMenu);
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}
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HudRenderer::~HudRenderer() {
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guiController->remove(debugPanel);
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guiController->remove(pauseMenu);
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delete batch;
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delete uicamera;
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}
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void HudRenderer::drawDebug(int fps, bool occlusion){
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this->occlusion = occlusion;
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this->fps = fps;
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fpsMin = min(fps, fpsMin);
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fpsMax = max(fps, fpsMax);
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}
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void HudRenderer::drawInventory(Player* player) {
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Texture* blocks = assets->getTexture("block_tex");
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uint size = 48;
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uint step = 64;
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uint inv_cols = 10;
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uint inv_rows = 8;
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uint inv_w = step*inv_cols + size;
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uint inv_h = step*inv_rows + size;
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int inv_x = (Window::width - (inv_w)) / 2;
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int inv_y = (Window::height - (inv_h)) / 2;
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int xs = (Window::width - inv_w + step)/2;
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int ys = (Window::height - inv_h + step)/2;
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if (Window::width > inv_w*3){
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inv_x = (Window::width + (inv_w)) / 2;
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inv_y = (Window::height - (inv_h)) / 2;
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xs = (Window::width + inv_w + step)/2;
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ys = (Window::height - inv_h + step)/2;
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}
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vec4 tint = vec4(1.0f);
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int mx = Events::x;
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int my = Events::y;
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uint count = inv_cols * inv_rows;
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// back
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.3f);
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batch->rect(inv_x - 4, inv_y - 4, inv_w+8, inv_h+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(inv_x, inv_y, inv_w, inv_h,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->color = vec4(0.35f, 0.35f, 0.35f, 1.0f);
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for (uint i = 0; i < count; i++) {
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int x = xs + step * (i % (inv_cols));
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int y = ys + step * (i / (inv_cols));
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batch->rect(x-2, y-2, size+4, size+4,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(x, y, size, size,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f,
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0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2);
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}
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// front
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batch->texture(blocks);
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for (uint i = 0; i < count; i++) {
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Block* cblock = Block::blocks[i+1];
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if (cblock == nullptr)
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break;
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int x = xs + step * (i % inv_cols);
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int y = ys + step * (i / inv_cols);
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if (mx > x && mx < x + (int)size && my > y && my < y + (int)size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) {
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player->choosenBlock = i+1;
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}
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} else
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{
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tint = vec4(1.0f);
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}
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if (cblock->model == BlockModel::block){
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batch->blockSprite(x, y, size, size, 16, cblock->textureFaces, tint);
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} else if (cblock->model == BlockModel::xsprite){
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batch->sprite(x, y, size, size, 16, cblock->textureFaces[3], tint);
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}
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}
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}
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void HudRenderer::draw(){
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debugPanel->visible(level->player->debug);
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pauseMenu->visible(pause);
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pauseMenu->setCoord((Window::size() - pauseMenu->size()) / 2.0f);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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uicamera->fov = Window::height;
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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// Chosen block preview
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Texture* blocks = assets->getTexture("block_tex");
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !level->player->debug) {
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glLineWidth(2);
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const uint width = Window::width;
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const uint height = Window::height;
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batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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Player* player = level->player;
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batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8,
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0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f,
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0.7f, 0.7f, 0.7f,
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0.55f, 0.55f, 0.55f, 0.45f, 0.45f, 0.45f, 4);
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batch->rect(Window::width/2-128, Window::height - 80, 256, 64,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 4);
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batch->rect(Window::width/2-32+2, Window::height - 80+2, 60, 60,
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0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f,
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0.7f, 0.7f, 0.7f,
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0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, 2);
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batch->rect(Window::width/2-32+4, Window::height - 80+4, 56, 56,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f,
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0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 0.75f, 2);
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batch->texture(blocks);
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{
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Block* cblock = Block::blocks[player->choosenBlock];
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if (cblock->model == BlockModel::block){
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batch->blockSprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
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} else if (cblock->model == BlockModel::xsprite){
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batch->sprite(Window::width/2-24, uicamera->fov - 72, 48, 48, 16, cblock->textureFaces[3], vec4(1.0f));
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}
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}
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if (Events::jpressed(keycode::ESCAPE) && !guiController->isFocusCaught()) {
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if (pause) {
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pause = false;
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} else if (inventoryOpen) {
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inventoryOpen = false;
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} else {
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pause = true;
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}
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}
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if (Events::jpressed(keycode::TAB)) {
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if (!pause) {
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inventoryOpen = !inventoryOpen;
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}
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}
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if ((pause || inventoryOpen) == Events::_cursor_locked)
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Events::toggleCursor();
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if (pause || inventoryOpen) {
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
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batch->rect(0, 0, Window::width, Window::height);
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}
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if (inventoryOpen) {
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drawInventory(player);
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}
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batch->render();
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}
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bool HudRenderer::isInventoryOpen() const {
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return inventoryOpen;
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}
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bool HudRenderer::isPause() const {
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return pause;
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} |