#include "engine.h" #include #include #include #include #include #include #include #include #define GLEW_STATIC #include "audio/Audio.h" #include "assets/Assets.h" #include "assets/AssetsLoader.h" #include "world/WorldGenerators.h" #include "voxels/DefaultWorldGenerator.h" #include "voxels/FlatWorldGenerator.h" #include "window/Window.h" #include "window/Events.h" #include "window/Camera.h" #include "window/input.h" #include "graphics/Batch2D.h" #include "graphics/GfxContext.h" #include "graphics/Shader.h" #include "graphics/ImageData.h" #include "frontend/gui/GUI.h" #include "frontend/screens.h" #include "frontend/menu.h" #include "util/platform.h" #include "coders/json.h" #include "coders/png.h" #include "coders/GLSLExtension.h" #include "files/files.h" #include "files/engine_paths.h" #include "content/Content.h" #include "content/ContentPack.h" #include "content/ContentLoader.h" #include "frontend/locale/langs.h" #include "logic/scripting/scripting.h" #include "core_defs.h" namespace fs = std::filesystem; void addWorldGenerators() { WorldGenerators::addGenerator("core:default"); WorldGenerators::addGenerator("core:flat"); } Engine::Engine(EngineSettings& settings, EnginePaths* paths) : settings(settings), paths(paths) { if (Window::initialize(settings.display)){ throw initialize_error("could not initialize window"); } auto resdir = paths->getResources(); scripting::initialize(this); std::cout << "-- loading assets" << std::endl; std::vector roots {resdir}; resPaths = std::make_unique(resdir, roots); assets = std::make_unique(); AssetsLoader loader(assets.get(), resPaths.get()); AssetsLoader::addDefaults(loader, nullptr); Shader::preprocessor->setPaths(resPaths.get()); while (loader.hasNext()) { if (!loader.loadNext()) { assets.reset(); scripting::close(); Window::terminate(); throw initialize_error("could not to load assets"); } } Audio::initialize(); gui = std::make_unique(); if (settings.ui.language == "auto") { settings.ui.language = langs::locale_by_envlocale(platform::detect_locale(), paths->getResources()); } if (ENGINE_VERSION_INDEV) { menus::create_version_label(this); } setLanguage(settings.ui.language); addWorldGenerators(); } void Engine::updateTimers() { frame++; double currentTime = Window::time(); delta = currentTime - lastTime; lastTime = currentTime; } void Engine::updateHotkeys() { if (Events::jpressed(keycode::F2)) { std::unique_ptr image(Window::takeScreenshot()); image->flipY(); fs::path filename = paths->getScreenshotFile("png"); png::write_image(filename.string(), image.get()); std::cout << "saved screenshot as " << filename << std::endl; } if (Events::jpressed(keycode::F11)) { Window::toggleFullscreen(); } } void Engine::mainloop() { setScreen(std::make_shared(this)); Batch2D batch(1024); lastTime = Window::time(); std::cout << "-- initialized" << std::endl; while (!Window::isShouldClose()){ assert(screen != nullptr); updateTimers(); updateHotkeys(); gui->act(delta); screen->update(delta); if (!Window::isIconified()) { screen->draw(delta); Viewport viewport(Window::width, Window::height); GfxContext ctx(nullptr, viewport, &batch); gui->draw(&ctx, assets.get()); Window::swapInterval(settings.display.swapInterval); } else { Window::swapInterval(1); } Window::swapBuffers(); Events::pollEvents(); } } Engine::~Engine() { std::cout << "-- shutting down" << std::endl; screen.reset(); content.reset(); Audio::finalize(); assets.reset(); scripting::close(); Window::terminate(); std::cout << "-- engine finished" << std::endl; } inline const std::string checkPacks(const std::unordered_set& packs, const std::vector& dependencies) { for (const std::string& str : dependencies) if (packs.find(str) == packs.end()) return str; return ""; } void Engine::loadContent() { auto resdir = paths->getResources(); ContentBuilder contentBuilder; corecontent::setup(&contentBuilder); paths->setContentPacks(&contentPacks); std::vector resRoots; std::vector srcPacks = contentPacks; contentPacks.clear(); std::string missingDependency; std::unordered_set loadedPacks, existingPacks; for (const auto& item : srcPacks) { existingPacks.insert(item.id); } while(existingPacks.size() > loadedPacks.size()) { for (auto& pack : srcPacks) { if(loadedPacks.find(pack.id) != loadedPacks.end()) continue; missingDependency = checkPacks(existingPacks, pack.dependencies); if(!missingDependency.empty()) throw contentpack_error(pack.id, pack.folder, "missing dependency '"+missingDependency+"'"); if(pack.dependencies.empty() || checkPacks(loadedPacks, pack.dependencies).empty()) { loadedPacks.insert(pack.id); resRoots.push_back(pack.folder); contentPacks.push_back(pack); ContentLoader loader(&pack); loader.load(contentBuilder); } } } content.reset(contentBuilder.build()); resPaths.reset(new ResPaths(resdir, resRoots)); Shader::preprocessor->setPaths(resPaths.get()); std::unique_ptr new_assets(new Assets()); std::cout << "-- loading assets" << std::endl; AssetsLoader loader(new_assets.get(), resPaths.get()); AssetsLoader::addDefaults(loader, content.get()); while (loader.hasNext()) { if (!loader.loadNext()) { new_assets.reset(); throw std::runtime_error("could not to load assets"); } } assets->extend(*new_assets.get()); } void Engine::loadWorldContent(const fs::path& folder) { contentPacks.clear(); auto packNames = ContentPack::worldPacksList(folder); ContentPack::readPacks(paths, contentPacks, packNames, folder); loadContent(); } void Engine::loadAllPacks() { auto resdir = paths->getResources(); contentPacks.clear(); ContentPack::scan(paths, contentPacks); } double Engine::getDelta() const { return delta; } void Engine::setScreen(std::shared_ptr screen) { this->screen = screen; } void Engine::setLanguage(std::string locale) { settings.ui.language = locale; langs::setup(paths->getResources(), locale, contentPacks); menus::create_menus(this); } gui::GUI* Engine::getGUI() { return gui.get(); } EngineSettings& Engine::getSettings() { return settings; } Assets* Engine::getAssets() { return assets.get(); } const Content* Engine::getContent() const { return content.get(); } std::vector& Engine::getContentPacks() { return contentPacks; } EnginePaths* Engine::getPaths() { return paths; } std::shared_ptr Engine::getScreen() { return screen; }