183 lines
5.7 KiB
C++
183 lines
5.7 KiB
C++
#include "LevelScreen.hpp"
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#include "core_defs.hpp"
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#include "frontend/hud.hpp"
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#include "frontend/LevelFrontend.hpp"
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#include "audio/audio.hpp"
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#include "coders/imageio.hpp"
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#include "debug/Logger.hpp"
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#include "engine.hpp"
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#include "files/files.hpp"
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#include "content/Content.hpp"
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#include "graphics/core/DrawContext.hpp"
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#include "graphics/core/ImageData.hpp"
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#include "graphics/core/PostProcessing.hpp"
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#include "graphics/core/Viewport.hpp"
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#include "graphics/render/WorldRenderer.hpp"
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#include "graphics/ui/elements/Menu.hpp"
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#include "graphics/ui/GUI.hpp"
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#include "logic/LevelController.hpp"
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#include "logic/scripting/scripting_hud.hpp"
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#include "util/stringutil.hpp"
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#include "physics/Hitbox.hpp"
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#include "voxels/Chunks.hpp"
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#include "window/Camera.hpp"
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#include "window/Events.hpp"
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#include "window/Window.hpp"
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#include "world/Level.hpp"
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#include "world/World.hpp"
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static debug::Logger logger("level-screen");
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LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> level)
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: Screen(engine), postProcessing(std::make_unique<PostProcessing>())
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{
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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, std::move(level));
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frontend = std::make_unique<LevelFrontend>(controller->getPlayer(), 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) {
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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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keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
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controller->getLevel()->chunks->saveAndClear();
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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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initializeContent();
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}
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void LevelScreen::initializeContent() {
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auto content = controller->getLevel()->content;
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for (auto& entry : content->getPacks()) {
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initializePack(entry.second.get());
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}
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scripting::on_frontend_init(hud.get());
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}
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void LevelScreen::initializePack(ContentPackRuntime* pack) {
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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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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()->setCurrentWorldFolder(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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auto& settings = engine->getSettings();
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int previewSize = settings.ui.worldPreviewSize.get();
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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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DrawContext pctx(nullptr, {Window::width, Window::height}, batch.get());
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Viewport viewport(previewSize * 1.5, previewSize);
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DrawContext ctx(&pctx, viewport, batch.get());
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worldRenderer->draw(ctx, &camera, false, true, 0.0f, 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").u8string(), 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.toggle();
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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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}
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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->currentCamera;
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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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glm::vec3 velocity {};
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if (auto hitbox = player->getHitbox()) {
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velocity = hitbox->velocity;
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}
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audio::set_listener(
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camera->position,
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velocity,
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camera->dir,
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glm::vec3(0, 1, 0)
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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(glm::min(delta, 0.2f), !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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DrawContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible, hud->isPause(), delta, 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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if (hud->isInventoryOpen()) {
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hud->closeInventory();
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}
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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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