VoxelEngine/src/frontend/screens/LevelScreen.cpp
2024-04-23 02:00:03 +03:00

157 lines
5.0 KiB
C++

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