151 lines
4.8 KiB
C++
151 lines
4.8 KiB
C++
#include "screens.h"
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#include <iostream>
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#include <memory>
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#include <glm/glm.hpp>
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#include <filesystem>
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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 "../graphics/Shader.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 "gui/panels.h"
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#include "gui/controls.h"
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#include "../engine.h"
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#include "../files/engine_files.h"
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#include "../util/stringutil.h"
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using std::wstring;
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using glm::vec3;
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using glm::vec4;
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using std::shared_ptr;
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using std::filesystem::directory_iterator;
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using namespace gui;
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MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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Panel* panel = new Panel(vec2(400, 200), vec4(5.0f), 1.0f);
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panel->color(vec4(0.0f));
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panel->setCoord(vec2(10, 10));
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{
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Button* button = new Button(L"Continue", vec4(12.0f, 10.0f, 12.0f, 10.0f));
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button->listenAction([this, panel](GUI*) {
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std::cout << "-- loading world" << std::endl;
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EngineSettings& settings = engine->getSettings();
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World* world = new World("world", enginefs::get_worlds_folder()/"world", 42, settings);
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auto screen = new LevelScreen(engine, world->loadLevel(settings));
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engine->setScreen(shared_ptr<Screen>(screen));
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});
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panel->add(shared_ptr<UINode>(button));
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}
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// ATTENTION: FUNCTIONALITY INCOMPLETE ZONE
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/*Panel* worldsPanel = new Panel(vec2(390, 200), vec4(5.0f));
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worldsPanel->color(vec4(0.1f));
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for (auto const& entry : directory_iterator(enginefs::get_worlds_folder())) {
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std::string name = entry.path().filename();
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Button* button = new Button(util::str2wstr_utf8(name), vec4(10.0f, 8.0f, 10.0f, 8.0f));
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button->color(vec4(0.5f));
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button->listenAction([this, panel, name](GUI*) {
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EngineSettings& settings = engine->getSettings();
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World* world = new World(name, enginefs::get_worlds_folder()/name, 42, settings);
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engine->setScreen(new LevelScreen(engine, world->loadLevel(settings)));
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});
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worldsPanel->add(shared_ptr<UINode>(button));
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}
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panel->add(shared_ptr<UINode>(worldsPanel));*/
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{
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Button* button = new Button(L"Quit", vec4(12.0f, 10.0f, 12.0f, 10.0f));
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button->listenAction([this](GUI*) {
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Window::setShouldClose(true);
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});
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panel->add(shared_ptr<UINode>(button));
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}
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this->panel = shared_ptr<UINode>(panel);
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engine->getGUI()->add(this->panel);
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}
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MenuScreen::~MenuScreen() {
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engine->getGUI()->remove(panel);
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}
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void MenuScreen::update(float delta) {
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}
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void MenuScreen::draw(float delta) {
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panel->setCoord((Window::size() - panel->size()) / 2.0f);
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Window::clear();
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Window::setBgColor(vec3(0.2f, 0.2f, 0.2f));
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}
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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, level);
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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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std::cout << "-- writing world" << std::endl;
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World* world = level->world;
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world->write(level, !engine->getSettings().debug.generatorTestMode);
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delete level;
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delete world;
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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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