1 #include "ClientState.hpp"
3 #include "Environment.hpp"
5 #include "TextureIndex.hpp"
9 ClientState::ClientState(
11 const World::Config &wc,
13 const Interface::Config &ic,
14 const Client::Config &cc
18 , world(block_types, wc, ws)
19 , chunk_renderer(world, wc.load.load_dist)
20 , interface(ic, env, world)
22 TextureIndex tex_index;
23 env.loader.LoadBlockTypes("default", block_types, tex_index);
24 chunk_renderer.LoadTextures(env.loader, tex_index);
25 chunk_renderer.FogDensity(wc.fog_density);
26 // TODO: better solution for initializing HUD
27 interface.SelectNext();
28 client.SendLogin(ic.player_name);
32 void ClientState::OnEnter() {
33 env.window.GrabMouse();
37 void ClientState::Handle(const SDL_Event &event) {
40 interface.HandlePress(event.key);
43 interface.HandleRelease(event.key);
45 case SDL_MOUSEBUTTONDOWN:
46 interface.HandlePress(event.button);
48 case SDL_MOUSEBUTTONUP:
49 interface.HandleRelease(event.button);
52 interface.Handle(event.motion);
55 interface.Handle(event.wheel);
66 void ClientState::Update(int dt) {
69 if (client.TimedOut()) {
75 chunk_renderer.Rebase(interface.Player().ChunkCoords());
76 chunk_renderer.Update(dt);
78 glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
79 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
80 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
81 env.audio.Position(interface.Player().Position());
82 env.audio.Velocity(interface.Player().Velocity());
83 env.audio.Orientation(dir, up);
87 void ClientState::Render(Viewport &viewport) {
88 viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
89 chunk_renderer.Render(viewport);
90 world.Render(viewport);
91 interface.Render(viewport);