318 lines
8.6 KiB
C++
318 lines
8.6 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 <assert.h>
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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 "../content/Content.h"
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#include "../util/stringutil.h"
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#include "../util/timeutil.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/Batch3D.h"
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#include "../graphics/Font.h"
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#include "../graphics/Atlas.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 "../maths/voxmaths.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 "ContentGfxCache.h"
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#include "screens.h"
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#include "WorldRenderer.h"
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#include "BlocksPreview.h"
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#include "InventoryView.h"
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#include "../engine.h"
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#include "../core_defs.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,
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Level* level,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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auto content = level->content;
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auto indices = content->indices;
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std::vector<blockid_t> blocks;
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for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
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const Block* def = indices->getBlockDef(id);
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if (def->hidden)
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continue;
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blocks.push_back(id);
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}
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contentAccess.reset(new InventoryView(
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8,
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level->player,
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assets,
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indices,
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cache,
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blocks));
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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debugPanel = shared_ptr<UINode>(panel);
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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"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"meshes: " + std::to_wstring(Mesh::meshesCount);
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})));
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panel->add(shared_ptr<Label>(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
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})));
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panel->add(shared_ptr<Label>(create_label([this, level]() {
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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auto player = this->level->player;
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auto indices = this->level->content->indices;
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << this->level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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return L"block: "+std::to_wstring(player->selectedVoxel.id)+
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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"seed: "+std::to_wstring(this->level->world->seed);
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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(label);
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sub->color(vec4(0.0f));
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// Coord 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(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(box);
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panel->add(sub);
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}
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panel->add(shared_ptr<Label>(create_label([this](){
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int hour, minute, second;
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timeutil::from_value(this->level->world->daytime, hour, minute, second);
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std::wstring timeString =
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util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
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util::lfill(std::to_wstring(minute), 2, L'0');
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return L"time: "+timeString;
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})));
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
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bar->supplier([=]() {
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return level->world->daytime;
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});
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bar->consumer([=](double val) {
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level->world->daytime = val;
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});
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panel->add(bar);
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}
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
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bar->supplier([=]() {
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return WorldRenderer::fog;
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});
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bar->consumer([=](double val) {
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WorldRenderer::fog = val;
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});
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panel->add(bar);
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}
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{
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Panel* checkpanel = new Panel(vec2(400, 32), vec4(5.0f), 1.0f);
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checkpanel->color(vec4(0.0f));
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checkpanel->orientation(Orientation::horizontal);
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CheckBox* checkbox = new CheckBox();
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checkbox->margin(vec4(0.0f, 0.0f, 5.0f, 0.0f));
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checkbox->supplier([=]() {
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return engine->getSettings().debug.showChunkBorders;
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});
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checkbox->consumer([=](bool checked) {
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engine->getSettings().debug.showChunkBorders = checked;
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});
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checkpanel->add(checkbox);
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checkpanel->add(new Label(L"Show Chunk Borders"));
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panel->add(checkpanel);
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}
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panel->refresh();
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menu->reset();
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gui->add(this->debugPanel);
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}
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HudRenderer::~HudRenderer() {
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gui->remove(debugPanel);
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delete blocksPreview;
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delete uicamera;
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}
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void HudRenderer::drawDebug(int fps){
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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::update() {
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auto menu = gui->getMenu();
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if (pause && menu->current().panel == nullptr) {
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pause = false;
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}
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if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
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if (pause) {
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pause = false;
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menu->reset();
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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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menu->set("pause");
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}
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}
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if (Events::jactive(BIND_HUD_INVENTORY)) {
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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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}
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}
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void HudRenderer::draw(const GfxContext& ctx){
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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debugPanel->visible(level->player->debug);
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uicamera->setFov(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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auto batch = ctx.getBatch2D();
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batch->begin();
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// Chosen block preview
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !level->player->debug) {
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batch->lineWidth(2);
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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->color = vec4(0.0f, 0.0f, 0.0f, 0.75f);
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batch->rect(width - 68, height - 68, 68, 68);
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batch->color = vec4(1.0f);
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batch->render();
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blocksPreview->begin(&ctx.getViewport());
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{
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Window::clearDepth();
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GfxContext subctx = ctx.sub();
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subctx.depthTest(true);
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subctx.cullFace(true);
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Block* cblock = contentIds->getBlockDef(player->chosenBlock);
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assert(cblock != nullptr);
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blocksPreview->draw(cblock, width - 56, uicamera->getFov() - 56, 48, vec4(1.0f));
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}
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uishader->use();
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batch->begin();
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if (pause) {
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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, width, height);
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}
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if (inventoryOpen) {
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contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
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contentAccess->actAndDraw(&ctx);
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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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}
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