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1 #include "WorldState.hpp"
2
3 #include "Environment.hpp"
4
5 #include <SDL.h>
6
7
8 namespace blank {
9
10 WorldState::WorldState(
11         Environment &env,
12         const Interface::Config &ic,
13         const World::Config &wc,
14         const WorldSave &save
15 )
16 : env(env)
17 , world(env.assets, wc, save)
18 , spawner(world)
19 , interface(ic, env, world) {
20
21 }
22
23
24 void WorldState::Handle(const SDL_Event &event) {
25         switch (event.type) {
26                 case SDL_KEYDOWN:
27                         interface.HandlePress(event.key);
28                         break;
29                 case SDL_KEYUP:
30                         interface.HandleRelease(event.key);
31                         break;
32                 case SDL_MOUSEBUTTONDOWN:
33                         interface.HandlePress(event.button);
34                         break;
35                 case SDL_MOUSEBUTTONUP:
36                         interface.HandleRelease(event.button);
37                         break;
38                 case SDL_MOUSEMOTION:
39                         interface.Handle(event.motion);
40                         break;
41                 case SDL_MOUSEWHEEL:
42                         interface.Handle(event.wheel);
43                         break;
44                 default:
45                         break;
46         }
47 }
48
49 void WorldState::Update(int dt) {
50         interface.Update(dt);
51         spawner.Update(dt);
52         world.Update(dt);
53
54         glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
55         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
56         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
57         env.audio.Position(world.Player().Position());
58         env.audio.Velocity(world.Player().Velocity());
59         env.audio.Orientation(dir, up);
60
61 }
62
63 void WorldState::Render(Viewport &viewport) {
64         world.Render(viewport);
65         interface.Render(viewport);
66 }
67
68 }