Added missing files
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35
src/files/engine_files.cpp
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35
src/files/engine_files.cpp
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#include "engine_files.h"
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#include <filesystem>
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namespace filesystem = std::filesystem;
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using std::string;
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using filesystem::path;
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path enginefs::get_screenshot_file(string ext) {
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path folder = SCREENSHOTS_FOLDER;
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if (!filesystem::is_directory(folder)) {
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filesystem::create_directory(folder);
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}
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auto t = std::time(nullptr);
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auto tm = *std::localtime(&t);
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const char* format = "%d-%m-%Y_%H-%M-%S";
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std::stringstream ss;
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ss << std::put_time(&tm, format);
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string datetimestr = ss.str();
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path filename = folder/("screenshot-"+datetimestr+"."+ext);
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uint index = 0;
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while (filesystem::exists(filename)) {
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filename = folder/("screenshot-"+datetimestr+"-"+std::to_string(index)+"."+ext);
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index++;
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}
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return filename;
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}
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path enginefs::get_worlds_folder() {
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return "worlds";
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}
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14
src/files/engine_files.h
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14
src/files/engine_files.h
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#ifndef FILES_ENGINE_FILES_H_
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#define FILES_ENGINE_FILES_H_
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#include <string>
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#include <filesystem>
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#define SCREENSHOTS_FOLDER "screenshots"
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namespace enginefs {
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extern std::filesystem::path get_screenshot_file(std::string ext);
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extern std::filesystem::path get_worlds_folder();
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}
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#endif // FILES_ENGINE_FILES_H_
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83
src/frontend/screens.cpp
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83
src/frontend/screens.cpp
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#include "screens.h"
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#include <iostream>
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#include <memory>
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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 "../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 "gui/GUI.h"
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#include "../engine.h"
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using std::shared_ptr;
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
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worldRenderer = new WorldRenderer(level, engine->getAssets());
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hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
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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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World* world = level->world;
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std::cout << "-- saving world" << std::endl;
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world->write(level, !engine->getSettings().debug.generatorTestMode);
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delete world;
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delete level;
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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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for (uint i = 0; i < level->chunks->volume; i++) {
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shared_ptr<Chunk> chunk = level->chunks->chunks[i];
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if (chunk != nullptr && chunk->isReady()) {
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chunk->setModified(true);
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}
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}
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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() || hud->isInventoryOpen() || gui->isFocusCaught();
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if (!inputLocked) {
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updateHotkeys();
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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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}
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void LevelScreen::draw(float delta) {
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EngineSettings& settings = engine->getSettings();
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Camera* camera = level->player->camera;
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float fovFactor = 18.0f / (float)settings.chunks.loadDistance;
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worldRenderer->draw(camera, occlusion, fovFactor, settings.graphics.fogCurve);
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hud->draw();
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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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38
src/frontend/screens.h
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38
src/frontend/screens.h
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#ifndef FRONTEND_SCREENS_H_
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#define FRONTEND_SCREENS_H_
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#include "../settings.h"
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class Assets;
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class Level;
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class WorldRenderer;
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class HudRenderer;
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class Engine;
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/* Screen is a mainloop state */
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class Screen {
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protected:
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Engine* engine;
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public:
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Screen(Engine* engine) : engine(engine) {};
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virtual ~Screen() {};
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virtual void update(float delta) = 0;
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virtual void draw(float delta) = 0;
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};
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class LevelScreen : public Screen {
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Level* level;
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WorldRenderer* worldRenderer;
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HudRenderer* hud;
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bool occlusion;
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void updateHotkeys();
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public:
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LevelScreen(Engine* engine, Level* level);
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~LevelScreen();
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void update(float delta) override;
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void draw(float delta) override;
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};
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#endif // FRONTEND_SCREENS_H_
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