VoxelEngine/src/frontend/screens/LevelScreen.cpp
2024-11-03 06:55:17 +10:00

187 lines
5.7 KiB
C++

#include "LevelScreen.hpp"
#include "core_defs.hpp"
#include "frontend/hud.hpp"
#include "frontend/LevelFrontend.hpp"
#include "audio/audio.hpp"
#include "coders/imageio.hpp"
#include "debug/Logger.hpp"
#include "engine.hpp"
#include "files/files.hpp"
#include "content/Content.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/ImageData.hpp"
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Viewport.hpp"
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/GUI.hpp"
#include "logic/LevelController.hpp"
#include "logic/scripting/scripting_hud.hpp"
#include "util/stringutil.hpp"
#include "physics/Hitbox.hpp"
#include "voxels/Chunks.hpp"
#include "window/Camera.hpp"
#include "window/Events.hpp"
#include "window/Window.hpp"
#include "world/Level.hpp"
#include "world/World.hpp"
static debug::Logger logger("level-screen");
LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<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>(engine, std::move(level));
frontend = std::make_unique<LevelFrontend>(controller->getPlayer(), 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) {
controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear();
}));
keepAlive(settings.camera.fov.observe([=](double value) {
controller->getPlayer()->fpCamera->setFov(glm::radians(value));
}));
keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
controller->getLevel()->chunks->saveAndClear();
worldRenderer->clear();
}));
animator = std::make_unique<TextureAnimator>();
animator->addAnimations(assets->getAnimations());
initializeContent();
}
void LevelScreen::initializeContent() {
auto content = controller->getLevel()->content;
for (auto& entry : content->getPacks()) {
initializePack(entry.second.get());
}
scripting::on_frontend_init(hud.get());
}
void LevelScreen::initializePack(ContentPackRuntime* pack) {
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);
}
}
LevelScreen::~LevelScreen() {
saveWorldPreview();
scripting::on_frontend_close();
controller->onWorldQuit();
engine->getPaths()->setCurrentWorldFolder(fs::path());
}
void LevelScreen::saveWorldPreview() {
try {
logger.info() << "saving world preview";
auto paths = engine->getPaths();
auto player = controller->getPlayer();
auto& settings = engine->getSettings();
int previewSize = settings.ui.worldPreviewSize.get();
// camera special copy for world preview
Camera camera = *player->fpCamera;
camera.setFov(glm::radians(70.0f));
DrawContext pctx(nullptr, {Window::width, Window::height}, batch.get());
Viewport viewport(previewSize * 1.5, previewSize);
DrawContext ctx(&pctx, viewport, batch.get());
worldRenderer->draw(ctx, camera, false, true, 0.0f, postProcessing.get());
auto image = postProcessing->toImage();
image->flipY();
imageio::write(paths->resolve("world:preview.png").u8string(), 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.toggle();
}
if (Events::jpressed(keycode::F1)) {
hudVisible = !hudVisible;
}
if (Events::jpressed(keycode::F3)) {
controller->getPlayer()->debug = !controller->getPlayer()->debug;
}
}
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->currentCamera;
bool paused = hud->isPause();
audio::get_channel("regular")->setPaused(paused);
audio::get_channel("ambient")->setPaused(paused);
glm::vec3 velocity {};
if (auto hitbox = player->getHitbox()) {
velocity = hitbox->velocity;
}
audio::set_listener(
camera->position,
velocity,
camera->dir,
glm::vec3(0, 1, 0)
);
if (!hud->isPause()) {
controller->getLevel()->getWorld()->updateTimers(delta);
animator->update(delta);
}
controller->update(glm::min(delta, 0.2f), !inputLocked, hud->isPause());
hud->update(hudVisible);
}
void LevelScreen::draw(float delta) {
auto camera = controller->getPlayer()->currentCamera;
Viewport viewport(Window::width, Window::height);
DrawContext ctx(nullptr, viewport, batch.get());
worldRenderer->draw(
ctx, *camera, hudVisible, hud->isPause(), delta, postProcessing.get()
);
if (hudVisible) {
hud->draw(ctx);
}
}
void LevelScreen::onEngineShutdown() {
if (hud->isInventoryOpen()) {
hud->closeInventory();
}
controller->saveWorld();
}
LevelController* LevelScreen::getLevelController() const {
return controller.get();
}