VoxelEngine/src/frontend/screens.cpp
2024-04-10 19:55:03 +03:00

204 lines
5.9 KiB
C++

#include "screens.h"
#include "../assets/Assets.h"
#include "../audio/audio.h"
#include "../content/Content.h"
#include "../core_defs.h"
#include "../engine.h"
#include "../graphics/core/Batch2D.h"
#include "../graphics/core/GfxContext.h"
#include "../graphics/core/Shader.h"
#include "../graphics/core/TextureAnimation.h"
#include "../graphics/render/WorldRenderer.h"
#include "../graphics/ui/elements/containers.h"
#include "../graphics/ui/GUI.h"
#include "../logic/ChunksController.h"
#include "../logic/LevelController.h"
#include "../logic/scripting/scripting_hud.h"
#include "../logic/scripting/scripting.h"
#include "../logic/scripting/Environment.h"
#include "../objects/Player.h"
#include "../physics/Hitbox.h"
#include "../util/stringutil.h"
#include "../voxels/Block.h"
#include "../voxels/Chunk.h"
#include "../voxels/Chunks.h"
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "ContentGfxCache.h"
#include "hud.h"
#include "LevelFrontend.h"
#include "menu/menu.h"
#include <filesystem>
#include <glm/glm.hpp>
#include <iomanip>
#include <iostream>
#include <memory>
#include <sstream>
#include <stdexcept>
Screen::Screen(Engine* engine) : engine(engine), batch(new Batch2D(1024)) {
}
Screen::~Screen() {
}
MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
auto menu = engine->getGUI()->getMenu();
menu->reset();
menus::refresh_menus(engine);
menu->setPage("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->flush();
}
static bool backlight;
LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
auto& settings = engine->getSettings();
auto assets = engine->getAssets();
auto menu = engine->getGUI()->getMenu();
menu->reset();
controller = std::make_unique<LevelController>(settings, level);
frontend = std::make_unique<LevelFrontend>(controller.get(), assets);
worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
backlight = settings.graphics.backlight;
animator = std::make_unique<TextureAnimator>();
animator->addAnimations(assets->getAnimations());
auto content = level->content;
for (auto& entry : content->getPacks()) {
auto pack = entry.second.get();
const ContentPack& info = pack->getInfo();
fs::path scriptFile = info.folder/fs::path("scripts/hud.lua");
if (fs::is_regular_file(scriptFile)) {
scripting::load_hud_script(pack->getEnvironment()->getId(), info.id, scriptFile);
}
}
scripting::on_frontend_init(hud.get());
}
LevelScreen::~LevelScreen() {
scripting::on_frontend_close();
controller->onWorldQuit();
engine->getPaths()->setWorldFolder(fs::path());
}
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)) {
controller->getPlayer()->debug = !controller->getPlayer()->debug;
}
if (Events::jpressed(keycode::F5)) {
controller->getLevel()->chunks->saveAndClear();
}
}
void LevelScreen::update(float delta) {
gui::GUI* gui = engine->getGUI();
bool inputLocked = hud->isPause() ||
hud->isInventoryOpen() ||
gui->isFocusCaught();
if (!gui->isFocusCaught()) {
updateHotkeys();
}
auto player = controller->getPlayer();
auto camera = player->camera;
bool paused = hud->isPause();
audio::get_channel("regular")->setPaused(paused);
audio::get_channel("ambient")->setPaused(paused);
audio::set_listener(
camera->position-camera->dir,
player->hitbox->velocity,
camera->dir,
camera->up
);
// TODO: subscribe for setting change
EngineSettings& settings = engine->getSettings();
controller->getPlayer()->camera->setFov(glm::radians(settings.camera.fov));
if (settings.graphics.backlight != backlight) {
controller->getLevel()->chunks->saveAndClear();
backlight = settings.graphics.backlight;
}
if (!hud->isPause()) {
controller->getLevel()->world->updateTimers(delta);
animator->update(delta);
}
controller->update(delta, !inputLocked, hud->isPause());
hud->update(hudVisible);
}
void LevelScreen::draw(float delta) {
auto camera = controller->getPlayer()->currentCamera;
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, batch.get());
worldRenderer->draw(ctx, camera.get(), hudVisible);
if (hudVisible) {
hud->draw(ctx);
}
}
void LevelScreen::onEngineShutdown() {
controller->saveWorld();
}
LevelController* LevelScreen::getLevelController() const {
return controller.get();
}