159 lines
4.3 KiB
C++
159 lines
4.3 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 "../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 "../voxels/ChunksController.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunk.h"
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#include "world_render.h"
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#include "hud.h"
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#include "ContentGfxCache.h"
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#include "gui/GUI.h"
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#include "gui/panels.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 "menu.h"
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using std::string;
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using std::wstring;
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using glm::vec3;
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using glm::vec4;
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using std::shared_ptr;
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MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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auto menu = engine->getGUI()->getMenu();
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// Create pages if not created yet
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if (!menu->has("new-world"))
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menu->add("new-world", create_new_world_panel(engine, menu));
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if (!menu->has("settings"))
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menu->add("settings", create_settings_panel(engine, menu));
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if (!menu->has("controls"))
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menu->add("controls", create_controls_panel(engine, menu));
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if (!menu->has("pause"))
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menu->add("pause", create_pause_panel(engine, menu));
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menu->add("main", create_main_menu_panel(engine, menu));
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menu->reset();
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menu->set("main");
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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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}
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MenuScreen::~MenuScreen() {
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delete batch;
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delete uicamera;
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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(vec3(0.2f, 0.2f, 0.2f));
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uicamera->fov = 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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batch->begin();
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batch->texture(engine->getAssets()->getTexture("menubg"));
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batch->rect(0, 0,
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Window::width, Window::height, 0, 0, 0,
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UVRegion(0, 0, Window::width/64, Window::height/64),
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false, false, 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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cache = new ContentGfxCache(level->content, engine->getAssets());
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worldRenderer = new WorldRenderer(engine, level, cache);
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hud = new HudRenderer(engine, level, cache, worldRenderer);
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backlight = engine->getSettings().graphics.backlight;
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}
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LevelScreen::~LevelScreen() {
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delete hud;
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delete worldRenderer;
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delete cache;
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std::cout << "-- writing world" << std::endl;
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World* world = level->world;
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world->write(level);
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delete level;
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delete world;
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}
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void LevelScreen::updateHotkeys() {
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if (Events::jpressed(keycode::O)) {
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occlusion = !occlusion;
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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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EngineSettings& settings = engine->getSettings();
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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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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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level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
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level->update();
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level->chunksController->update(settings.chunks.loadSpeed);
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hud->update();
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}
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void LevelScreen::draw(float delta) {
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Camera* camera = level->player->camera;
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, nullptr);
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worldRenderer->draw(ctx, camera, occlusion);
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hud->draw(ctx);
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if (level->player->debug) {
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hud->drawDebug( 1 / delta, occlusion);
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}
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}
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