159 lines
5.1 KiB
C++
159 lines
5.1 KiB
C++
#include "LevelScreen.hpp"
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#include "../hud.h"
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#include "../LevelFrontend.h"
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#include "../../debug/Logger.hpp"
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#include "../../audio/audio.h"
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#include "../../coders/imageio.hpp"
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#include "../../graphics/core/PostProcessing.h"
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#include "../../graphics/core/GfxContext.hpp"
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#include "../../graphics/core/Viewport.hpp"
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#include "../../graphics/core/ImageData.hpp"
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#include "../../graphics/ui/GUI.hpp"
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#include "../../graphics/ui/elements/Menu.hpp"
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#include "../../graphics/render/WorldRenderer.hpp"
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#include "../../logic/LevelController.h"
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#include "../../logic/scripting/scripting_hud.h"
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#include "../../physics/Hitbox.h"
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#include "../../voxels/Chunks.h"
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#include "../../world/Level.h"
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#include "../../world/World.h"
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#include "../../window/Camera.h"
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#include "../../window/Events.h"
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#include "../../engine.h"
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static debug::Logger logger("level-screen");
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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postProcessing = std::make_unique<PostProcessing>();
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auto& settings = engine->getSettings();
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auto assets = engine->getAssets();
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auto menu = engine->getGUI()->getMenu();
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menu->reset();
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controller = std::make_unique<LevelController>(settings, level);
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frontend = std::make_unique<LevelFrontend>(controller.get(), assets);
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worldRenderer = std::make_unique<WorldRenderer>(engine, frontend.get(), controller->getPlayer());
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hud = std::make_unique<Hud>(engine, frontend.get(), controller->getPlayer());
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keepAlive(settings.graphics.backlight.observe([=](bool flag) {
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controller->getLevel()->chunks->saveAndClear();
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}));
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keepAlive(settings.camera.fov.observe([=](double value) {
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controller->getPlayer()->camera->setFov(glm::radians(value));
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}));
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animator = std::make_unique<TextureAnimator>();
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animator->addAnimations(assets->getAnimations());
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auto content = level->content;
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for (auto& entry : content->getPacks()) {
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auto pack = entry.second.get();
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const ContentPack& info = pack->getInfo();
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fs::path scriptFile = info.folder/fs::path("scripts/hud.lua");
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if (fs::is_regular_file(scriptFile)) {
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scripting::load_hud_script(pack->getEnvironment(), info.id, scriptFile);
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}
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}
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scripting::on_frontend_init(hud.get());
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}
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LevelScreen::~LevelScreen() {
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saveWorldPreview();
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scripting::on_frontend_close();
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controller->onWorldQuit();
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engine->getPaths()->setWorldFolder(fs::path());
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}
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void LevelScreen::saveWorldPreview() {
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try {
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logger.info() << "saving world preview";
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auto paths = engine->getPaths();
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auto player = controller->getPlayer();
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// camera special copy for world preview
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Camera camera = *player->camera;
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camera.setFov(glm::radians(70.0f));
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auto& settings = engine->getSettings();
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int previewSize = settings.ui.worldPreviewSize.get();
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Viewport viewport(previewSize * 1.5, previewSize);
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GfxContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, &camera, false, postProcessing.get());
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auto image = postProcessing->toImage();
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image->flipY();
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imageio::write(paths->resolve("world:preview.png"), image.get());
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} catch (const std::exception& err) {
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logger.error() << err.what();
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}
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}
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void LevelScreen::updateHotkeys() {
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auto& settings = engine->getSettings();
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if (Events::jpressed(keycode::O)) {
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settings.graphics.frustumCulling = !settings.graphics.frustumCulling;
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}
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if (Events::jpressed(keycode::F1)) {
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hudVisible = !hudVisible;
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}
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if (Events::jpressed(keycode::F3)) {
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controller->getPlayer()->debug = !controller->getPlayer()->debug;
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}
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if (Events::jpressed(keycode::F5)) {
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controller->getLevel()->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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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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auto player = controller->getPlayer();
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auto camera = player->camera;
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bool paused = hud->isPause();
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audio::get_channel("regular")->setPaused(paused);
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audio::get_channel("ambient")->setPaused(paused);
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audio::set_listener(
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camera->position-camera->dir,
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player->hitbox->velocity,
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camera->dir,
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camera->up
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);
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if (!hud->isPause()) {
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controller->getLevel()->getWorld()->updateTimers(delta);
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animator->update(delta);
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}
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controller->update(delta, !inputLocked, hud->isPause());
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hud->update(hudVisible);
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}
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void LevelScreen::draw(float delta) {
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auto camera = controller->getPlayer()->currentCamera;
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible, postProcessing.get());
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if (hudVisible) {
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hud->draw(ctx);
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}
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}
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void LevelScreen::onEngineShutdown() {
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controller->saveWorld();
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}
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LevelController* LevelScreen::getLevelController() const {
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return controller.get();
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}
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