hud refactor (part II)
This commit is contained in:
parent
8118afce5c
commit
e493c67dfa
@ -2,6 +2,7 @@
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#include <glm/ext.hpp>
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#include "../assets/Assets.h"
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#include "../graphics/Viewport.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Texture.h"
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@ -11,10 +12,10 @@
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#include "../voxels/Block.h"
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#include "ContentGfxCache.h"
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BlocksPreview::BlocksPreview(Shader* shader,
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Atlas* atlas,
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const ContentGfxCache* cache)
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: shader(shader), atlas(atlas), cache(cache) {
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BlocksPreview::BlocksPreview(Assets* assets, const ContentGfxCache* cache)
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: shader(assets->getShader("ui3d")),
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atlas(assets->getAtlas("blocks")),
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cache(cache) {
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batch = std::make_unique<Batch3D>(1024);
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}
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@ -37,9 +38,8 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
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uint width = viewport->getWidth();
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uint height = viewport->getHeight();
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y = height - y - 1;
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y = height - y - 1 - 35 /* magic garbage */;
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x += 2;
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y -= 35;
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glm::vec3 offset (x/float(width) * 2, y/float(height) * 2, 0.0f);
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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@ -5,6 +5,7 @@
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#include <glm/glm.hpp>
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#include <memory>
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class Assets;
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class Viewport;
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class Shader;
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class Atlas;
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@ -19,11 +20,11 @@ class BlocksPreview {
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const ContentGfxCache* const cache;
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const Viewport* viewport;
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public:
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BlocksPreview(Shader* shader, Atlas* atlas, const ContentGfxCache* cache);
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BlocksPreview(Assets* assets, const ContentGfxCache* cache);
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~BlocksPreview();
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void begin(const Viewport* viewport);
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void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
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};
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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@ -19,4 +19,4 @@ public:
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}
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};
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#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
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#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
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@ -3,6 +3,7 @@
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#include <glm/glm.hpp>
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#include "BlocksPreview.h"
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#include "LevelFrontend.h"
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#include "../window/Events.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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@ -15,18 +16,16 @@
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InventoryView::InventoryView(
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int columns,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks)
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: assets(assets),
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indices(indices),
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cache(cache),
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LevelFrontend* frontend,
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std::vector<blockid_t> blocks)
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: indices(indices),
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blocks(blocks),
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frontend(frontend),
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columns(columns) {
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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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}
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InventoryView::~InventoryView() {
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}
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void InventoryView::setPosition(int x, int y) {
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@ -48,6 +47,7 @@ void InventoryView::setSlotConsumer(slotconsumer consumer) {
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}
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void InventoryView::actAndDraw(const GfxContext* ctx) {
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Assets* assets = frontend->getAssets();
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Shader* uiShader = assets->getShader("ui");
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auto viewport = ctx->getViewport();
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@ -73,6 +73,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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}
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scroll = std::min(scroll, int(inv_h-viewport.getHeight()));
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scroll = std::max(scroll, 0);
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auto blocksPreview = frontend->getBlocksPreview();
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blocksPreview->begin(&ctx->getViewport());
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{
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Window::clearDepth();
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@ -10,18 +10,15 @@
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class Assets;
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class GfxContext;
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class ContentIndices;
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class BlocksPreview;
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class ContentGfxCache;
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class LevelFrontend;
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typedef std::function<void(blockid_t)> slotconsumer;
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class InventoryView {
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const Assets* assets;
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const ContentIndices* indices;
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const ContentGfxCache* const cache;
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std::vector<blockid_t> blocks;
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BlocksPreview* blocksPreview;
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slotconsumer consumer = nullptr;
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LevelFrontend* frontend;
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int scroll = 0;
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int columns;
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@ -32,13 +29,15 @@ class InventoryView {
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public:
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InventoryView(
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int columns,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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LevelFrontend* frontend,
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std::vector<blockid_t> blocks);
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virtual ~InventoryView();
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virtual void actAndDraw(const GfxContext* ctx);
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void setPosition(int x, int y);
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void actAndDraw(const GfxContext* ctx);
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int getWidth() const;
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int getHeight() const;
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void setSlotConsumer(slotconsumer consumer);
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33
src/frontend/LevelFrontend.cpp
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33
src/frontend/LevelFrontend.cpp
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@ -0,0 +1,33 @@
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#include "LevelFrontend.h"
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#include "../world/Level.h"
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#include "../assets/Assets.h"
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#include "BlocksPreview.h"
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#include "ContentGfxCache.h"
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LevelFrontend::LevelFrontend(Level* level, Assets* assets)
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: level(level),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level->content, assets)),
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blocksPreview(std::make_unique<BlocksPreview>(assets, contentCache.get())) {
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}
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LevelFrontend::~LevelFrontend() {
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}
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Level* LevelFrontend::getLevel() const {
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return level;
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}
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Assets* LevelFrontend::getAssets() const {
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return assets;
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}
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BlocksPreview* LevelFrontend::getBlocksPreview() const {
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return blocksPreview.get();
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}
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ContentGfxCache* LevelFrontend::getContentGfxCache() const {
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return contentCache.get();
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}
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27
src/frontend/LevelFrontend.h
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27
src/frontend/LevelFrontend.h
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@ -0,0 +1,27 @@
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#ifndef FRONTEND_LEVEL_FRONTEND_H_
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#define FRONTEND_LEVEL_FRONTEND_H_
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#include <memory>
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class Level;
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class Assets;
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class BlocksPreview;
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class ContentGfxCache;
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class LevelFrontend {
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Level* level;
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Assets* assets;
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std::unique_ptr<ContentGfxCache> contentCache;
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std::unique_ptr<BlocksPreview> blocksPreview;
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public:
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LevelFrontend(Level* level, Assets* assets);
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~LevelFrontend();
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Level* getLevel() const;
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Assets* getAssets() const;
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BlocksPreview* getBlocksPreview() const;
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ContentGfxCache* getContentGfxCache() const;
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};
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#endif // FRONTEND_LEVEL_FRONTEND_H_
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@ -27,7 +27,7 @@
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#include "../maths/voxmaths.h"
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#include "../settings.h"
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#include "../engine.h"
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#include "ContentGfxCache.h"
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#include "LevelFrontend.h"
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#include "graphics/Skybox.h"
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using glm::vec3;
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@ -38,12 +38,14 @@ using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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LevelFrontend* frontend)
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: engine(engine),
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level(level),
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frustumCulling(new Frustum()),
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lineBatch(new LineBatch()),
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renderer( new ChunksRenderer(level, cache, engine->getSettings())) {
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renderer(new ChunksRenderer(level,
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frontend->getContentGfxCache(),
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engine->getSettings())) {
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auto& settings = engine->getSettings();
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level->events->listen(EVT_CHUNK_HIDDEN,
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@ -21,7 +21,7 @@ class Texture;
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class Frustum;
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class Engine;
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class Chunks;
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class ContentGfxCache;
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class LevelFrontend;
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class Skybox;
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class WorldRenderer {
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@ -34,7 +34,7 @@ class WorldRenderer {
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
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public:
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WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
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WorldRenderer(Engine* engine, Level* level, LevelFrontend* frontend);
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~WorldRenderer();
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void draw(const GfxContext& context, Camera* camera);
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@ -39,47 +39,44 @@
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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 "LevelFrontend.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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inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
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auto label = std::make_shared<Label>(L"-");
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label->textSupplier(supplier);
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return label;
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}
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void HudRenderer::createDebugPanel(Engine* engine) {
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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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debugPanel = std::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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panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
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panel->add(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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}));
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panel->add(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]() {
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return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
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}));
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panel->add(create_label([this]() {
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return L"chunks: "+std::to_wstring(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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}));
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panel->add(create_label([this](){
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auto player = level->player;
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auto indices = level->content->indices;
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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@ -90,16 +87,16 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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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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}));
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panel->add(create_label([this](){
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return L"seed: "+std::to_wstring(level->world->seed);
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})));
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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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std::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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@ -112,7 +109,7 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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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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box->textConsumer([this, ax](std::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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@ -124,7 +121,7 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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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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panel->add(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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@ -132,7 +129,7 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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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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{
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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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@ -176,15 +173,13 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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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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LevelFrontend* frontend)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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frontend(frontend) {
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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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@ -194,7 +189,7 @@ HudRenderer::HudRenderer(Engine* engine,
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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(8, assets, indices, cache, blocks));
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contentAccess.reset(new InventoryView(8, indices, frontend, blocks));
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contentAccess->setSlotConsumer([=](blockid_t id) {
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level->player->chosenBlock = id;
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});
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@ -211,7 +206,6 @@ HudRenderer::HudRenderer(Engine* engine,
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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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@ -275,14 +269,14 @@ void HudRenderer::draw(const GfxContext& ctx){
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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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auto blocksPreview = frontend->getBlocksPreview();
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blocksPreview->begin(&ctx.getViewport());
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{
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Window::clearDepth();
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@ -15,9 +15,8 @@ class Assets;
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class Player;
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class Level;
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class Engine;
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class ContentGfxCache;
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class BlocksPreview;
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class InventoryView;
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class LevelFrontend;
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namespace gui {
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class GUI;
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@ -28,7 +27,6 @@ class HudRenderer {
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Level* level;
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Assets* assets;
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Camera* uicamera;
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BlocksPreview* blocksPreview;
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int fps = 60;
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int fpsMin = 60;
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@ -40,13 +38,13 @@ class HudRenderer {
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std::unique_ptr<InventoryView> contentAccess;
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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LevelFrontend* frontend;
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void createDebugPanel(Engine* engine);
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public:
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HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache);
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LevelFrontend* frontend);
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~HudRenderer();
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void update();
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@ -28,6 +28,7 @@
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#include "WorldRenderer.h"
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#include "hud.h"
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#include "ContentGfxCache.h"
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#include "LevelFrontend.h"
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#include "gui/GUI.h"
|
||||
#include "gui/panels.h"
|
||||
#include "menu.h"
|
||||
@ -84,26 +85,20 @@ static bool backlight;
|
||||
|
||||
LevelScreen::LevelScreen(Engine* engine, Level* level)
|
||||
: Screen(engine),
|
||||
level(level) {
|
||||
level(level),
|
||||
frontend(std::make_unique<LevelFrontend>(level, engine->getAssets())),
|
||||
hud(std::make_unique<HudRenderer>(engine, level, frontend.get())),
|
||||
worldRenderer(std::make_unique<WorldRenderer>(engine, level, frontend.get())),
|
||||
controller(std::make_unique<LevelController>(engine->getSettings(), level)) {
|
||||
|
||||
auto& settings = engine->getSettings();
|
||||
controller = new LevelController(settings, level);
|
||||
cache = new ContentGfxCache(level->content, engine->getAssets());
|
||||
worldRenderer = new WorldRenderer(engine, level, cache);
|
||||
hud = new HudRenderer(engine, level, cache);
|
||||
backlight = settings.graphics.backlight;
|
||||
}
|
||||
|
||||
LevelScreen::~LevelScreen() {
|
||||
delete controller;
|
||||
delete hud;
|
||||
delete worldRenderer;
|
||||
delete cache;
|
||||
|
||||
std::cout << "-- writing world" << std::endl;
|
||||
World* world = level->world;
|
||||
world->write(level);
|
||||
|
||||
delete level;
|
||||
world->write(level.get());
|
||||
delete world;
|
||||
}
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@ class HudRenderer;
|
||||
class Engine;
|
||||
class Camera;
|
||||
class Batch2D;
|
||||
class ContentGfxCache;
|
||||
class LevelFrontend;
|
||||
class LevelController;
|
||||
|
||||
/* Screen is a mainloop state */
|
||||
@ -37,11 +37,11 @@ public:
|
||||
};
|
||||
|
||||
class LevelScreen : public Screen {
|
||||
Level* level;
|
||||
LevelController* controller;
|
||||
WorldRenderer* worldRenderer;
|
||||
HudRenderer* hud;
|
||||
ContentGfxCache* cache;
|
||||
std::unique_ptr<Level> level;
|
||||
std::unique_ptr<LevelFrontend> frontend;
|
||||
std::unique_ptr<HudRenderer> hud;
|
||||
std::unique_ptr<WorldRenderer> worldRenderer;
|
||||
std::unique_ptr<LevelController> controller;
|
||||
|
||||
bool hudVisible = true;
|
||||
void updateHotkeys();
|
||||
@ -53,4 +53,4 @@ public:
|
||||
void draw(float delta) override;
|
||||
};
|
||||
|
||||
#endif // FRONTEND_SCREENS_H_
|
||||
#endif // FRONTEND_SCREENS_H_
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user