VoxelEngine/src/engine.cpp
2023-11-18 23:19:15 +03:00

131 lines
3.0 KiB
C++

#include "engine.h"
#include <memory>
#include <iostream>
#include <assert.h>
#include <glm/glm.hpp>
#include <filesystem>
#define GLEW_STATIC
#include "audio/Audio.h"
#include "assets/Assets.h"
#include "assets/AssetsLoader.h"
#include "window/Window.h"
#include "window/Events.h"
#include "window/Camera.h"
#include "window/input.h"
#include "graphics/Batch2D.h"
#include "graphics/ImageData.h"
#include "world/World.h"
#include "world/Level.h"
#include "voxels/Chunk.h"
#include "voxels/Chunks.h"
#include "voxels/ChunksController.h"
#include "voxels/ChunksStorage.h"
#include "objects/Player.h"
#include "frontend/world_render.h"
#include "frontend/hud.h"
#include "frontend/gui/GUI.h"
#include "frontend/screens.h"
#include "util/platform.h"
#include "coders/json.h"
#include "coders/png.h"
#include "files/files.h"
#include "files/engine_files.h"
using std::unique_ptr;
using std::shared_ptr;
using std::string;
using std::filesystem::path;
using glm::vec3;
using gui::GUI;
Engine::Engine(EngineSettings& settings) : settings(settings) {
Window::initialize(settings.display);
assets = new Assets();
std::cout << "-- loading assets" << std::endl;
AssetsLoader loader(assets);
AssetsLoader::createDefaults(loader);
AssetsLoader::addDefaults(loader);
while (loader.hasNext()) {
if (!loader.loadNext()) {
delete assets;
Window::terminate();
throw initialize_error("could not to initialize assets");
}
}
Audio::initialize();
gui = new GUI();
std::cout << "-- initializing finished" << std::endl;
setScreen(shared_ptr<Screen>(new MenuScreen(this)));
}
void Engine::updateTimers() {
frame++;
double currentTime = Window::time();
delta = currentTime - lastTime;
lastTime = currentTime;
}
void Engine::updateHotkeys() {
if (Events::jpressed(keycode::F2)) {
unique_ptr<ImageData> image(Window::takeScreenshot());
image->flipY();
path filename = enginefs::get_screenshot_file("png");
png::write_image(filename.string(), image.get());
std::cout << "saved screenshot as " << filename << std::endl;
}
}
void Engine::mainloop() {
std::cout << "-- preparing systems" << std::endl;
Batch2D batch(1024);
lastTime = Window::time();
while (!Window::isShouldClose()){
assert(screen != nullptr);
updateTimers();
updateHotkeys();
gui->act(delta);
screen->update(delta);
screen->draw(delta);
gui->draw(&batch, assets);
Window::swapInterval(settings.display.swapInterval);
Window::swapBuffers();
Events::pullEvents();
}
}
Engine::~Engine() {
screen = nullptr;
delete gui;
Audio::finalize();
std::cout << "-- shutting down" << std::endl;
delete assets;
Window::terminate();
std::cout << "-- engine finished" << std::endl;
}
GUI* Engine::getGUI() {
return gui;
}
EngineSettings& Engine::getSettings() {
return settings;
}
Assets* Engine::getAssets() {
return assets;
}
void Engine::setScreen(shared_ptr<Screen> screen) {
this->screen = screen;
}