1 #include "WorldState.hpp"
3 #include "Environment.hpp"
5 #include "TextureIndex.hpp"
12 WorldState::WorldState(
14 const Interface::Config &ic,
15 const World::Config &wc,
20 , world(block_types, wc, save)
21 , chunk_renderer(world, wc.load.load_dist)
23 , spawner(world, skeletons, wc.gen.seed)
24 , interface(ic, env, world, *world.AddPlayer(ic.player_name))
25 , preload(env, world.Loader(), chunk_renderer)
26 , unload(env, world.Loader()) {
27 TextureIndex tex_index;
28 env.loader.LoadBlockTypes("default", block_types, tex_index);
29 chunk_renderer.LoadTextures(env.loader, tex_index);
30 chunk_renderer.FogDensity(wc.fog_density);
32 // TODO: better solution for initializing HUD
33 interface.SelectNext();
37 void WorldState::OnEnter() {
38 env.state.Push(&preload);
39 env.window.GrabMouse();
43 void WorldState::Handle(const SDL_Event &event) {
46 interface.HandlePress(event.key);
49 interface.HandleRelease(event.key);
51 case SDL_MOUSEBUTTONDOWN:
52 interface.HandlePress(event.button);
54 case SDL_MOUSEBUTTONUP:
55 interface.HandleRelease(event.button);
58 interface.Handle(event.motion);
61 interface.Handle(event.wheel);
64 env.state.Switch(&unload);
71 void WorldState::Update(int dt) {
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);
86 void WorldState::Render(Viewport &viewport) {
87 viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
88 chunk_renderer.Render(viewport);
89 world.Render(viewport);
90 interface.Render(viewport);