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