306 lines
8.5 KiB
C++

#include "hud.h"
#include <iostream>
#include <sstream>
#include <memory>
#include <string>
#include <assert.h>
#include <stdexcept>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../typedefs.h"
#include "../content/Content.h"
#include "../util/stringutil.h"
#include "../util/timeutil.h"
#include "../assets/Assets.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/Batch3D.h"
#include "../graphics/Font.h"
#include "../graphics/Atlas.h"
#include "../graphics/Mesh.h"
#include "../window/Camera.h"
#include "../window/Window.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../voxels/Chunks.h"
#include "../voxels/Block.h"
#include "../world/World.h"
#include "../world/Level.h"
#include "../objects/Player.h"
#include "../physics/Hitbox.h"
#include "../maths/voxmaths.h"
#include "gui/controls.h"
#include "gui/panels.h"
#include "gui/UINode.h"
#include "gui/GUI.h"
#include "ContentGfxCache.h"
#include "screens.h"
#include "WorldRenderer.h"
#include "BlocksPreview.h"
#include "InventoryView.h"
#include "LevelFrontend.h"
#include "../engine.h"
#include "../core_defs.h"
#include "../items/ItemDef.h"
using glm::vec2;
using glm::vec3;
using glm::vec4;
using namespace gui;
inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
auto label = std::make_shared<Label>(L"-");
label->textSupplier(supplier);
return label;
}
void HudRenderer::createDebugPanel(Engine* engine) {
auto level = frontend->getLevel();
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
debugPanel = std::shared_ptr<UINode>(panel);
panel->listenInterval(1.0f, [this]() {
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
fpsMin = fps;
fpsMax = fps;
});
panel->setCoord(vec2(10, 10));
panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
panel->add(create_label([this](){
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
}));
panel->add(create_label([=](){
auto& settings = engine->getSettings();
bool culling = settings.graphics.frustumCulling;
return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
}));
panel->add(create_label([=]() {
return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
L" visible: "+std::to_wstring(level->chunks->visible);
}));
panel->add(create_label([=](){
auto player = level->player;
auto* indices = level->content->getIndices();
auto def = indices->getBlockDef(player->selectedVoxel.id);
std::wstringstream stream;
stream << std::hex << level->player->selectedVoxel.states;
if (def) {
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
}
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
L" "+stream.str();
}));
panel->add(create_label([=](){
return L"seed: "+std::to_wstring(level->world->seed);
}));
for (int ax = 0; ax < 3; ax++){
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
sub->orientation(Orientation::horizontal);
std::wstring str = L"x: ";
str[0] += ax;
Label* label = new Label(str);
label->margin(vec4(2, 3, 2, 3));
sub->add(label);
sub->color(vec4(0.0f));
// Coord input
TextBox* box = new TextBox(L"");
box->textSupplier([=]() {
Hitbox* hitbox = level->player->hitbox.get();
return util::to_wstring(hitbox->position[ax], 2);
});
box->textConsumer([=](std::wstring text) {
try {
vec3 position = level->player->hitbox->position;
position[ax] = std::stoi(text);
level->player->teleport(position);
} catch (std::invalid_argument& _){
}
});
box->setOnEditStart([=](){
Hitbox* hitbox = level->player->hitbox.get();
box->text(std::to_wstring(int(hitbox->position[ax])));
});
sub->add(box);
panel->add(sub);
}
panel->add(create_label([=](){
int hour, minute, second;
timeutil::from_value(level->world->daytime, hour, minute, second);
std::wstring timeString =
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
util::lfill(std::to_wstring(minute), 2, L'0');
return L"time: "+timeString;
}));
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
bar->supplier([=]() {return level->world->daytime;});
bar->consumer([=](double val) {level->world->daytime = val;});
panel->add(bar);
}
{
TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
bar->supplier([=]() {return WorldRenderer::fog;});
bar->consumer([=](double val) {WorldRenderer::fog = val;});
panel->add(bar);
}
{
auto checkbox = new FullCheckBox(L"Show Chunk Borders", vec2(400, 32));
checkbox->supplier([=]() {
return engine->getSettings().debug.showChunkBorders;
});
checkbox->consumer([=](bool checked) {
engine->getSettings().debug.showChunkBorders = checked;
});
panel->add(checkbox);
}
panel->refresh();
}
HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
: assets(engine->getAssets()),
gui(engine->getGUI()),
frontend(frontend) {
auto level = frontend->getLevel();
auto menu = gui->getMenu();
auto content = level->content;
auto indices = content->getIndices();
std::vector<itemid_t> items;
for (itemid_t id = 1; id < indices->countItemDefs(); id++) {
items.push_back(id);
}
contentAccess.reset(new InventoryView(8, content, frontend, items));
contentAccess->setSlotConsumer([=](blockid_t id) {
level->player->setChosenItem(id);
});
hotbarView.reset(new InventoryView(1, content, frontend, std::vector<itemid_t> {0}));
uicamera = new Camera(vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
createDebugPanel(engine);
menu->reset();
gui->add(this->debugPanel);
}
HudRenderer::~HudRenderer() {
gui->remove(debugPanel);
delete uicamera;
}
void HudRenderer::drawDebug(int fps){
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
}
void HudRenderer::update(bool visible) {
auto menu = gui->getMenu();
if (!visible && inventoryOpen) {
inventoryOpen = false;
}
if (pause && menu->current().panel == nullptr) {
pause = false;
}
if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
if (pause) {
pause = false;
menu->reset();
} else if (inventoryOpen) {
inventoryOpen = false;
} else {
pause = true;
menu->set("pause");
}
}
if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
if (!pause) {
inventoryOpen = !inventoryOpen;
}
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
}
void HudRenderer::drawOverlay(const GfxContext& ctx) {
if (pause) {
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
auto batch = ctx.getBatch2D();
batch->begin();
// draw fullscreen dark overlay
batch->texture(nullptr);
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(0, 0, width, height);
batch->render();
}
}
void HudRenderer::draw(const GfxContext& ctx){
auto level = frontend->getLevel();
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
Player* player = level->player;
debugPanel->visible(player->debug);
uicamera->setFov(height);
auto batch = ctx.getBatch2D();
batch->begin();
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
// Draw selected item preview
hotbarView->setPosition(width-60, height-60);
hotbarView->setItems({player->getChosenItem()});
hotbarView->actAndDraw(&ctx);
// Crosshair
batch->begin();
if (!pause && Events::_cursor_locked && !level->player->debug) {
batch->lineWidth(2);
batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
}
if (inventoryOpen) {
// draw content access panel (all available items)
contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
contentAccess->actAndDraw(&ctx);
}
batch->render();
}
bool HudRenderer::isInventoryOpen() const {
return inventoryOpen;
}
bool HudRenderer::isPause() const {
return pause;
}