1 #include "MasterState.hpp"
3 #include "../app/Config.hpp"
4 #include "../app/Environment.hpp"
5 #include "../app/init.hpp"
6 #include "../app/TextureIndex.hpp"
12 namespace standalone {
14 MasterState::MasterState(
17 const Generator::Config &gc,
18 const World::Config &wc,
24 , world(block_types, wc)
25 , player(*world.AddPlayer(config.player.name))
26 , hud(env, config, player)
27 , manip(env, player.GetEntity())
28 , input(world, player, manip)
29 , interface(config, env.keymap, input, *this)
31 , chunk_loader(world.Chunks(), generator, save)
32 , chunk_renderer(player.GetChunks())
34 , spawner(world, skeletons, gc.seed)
35 , sky(env.loader.LoadCubeMap("skybox"))
36 , preload(env, chunk_loader, chunk_renderer)
37 , unload(env, world.Chunks(), save) {
38 TextureIndex tex_index;
39 env.loader.LoadBlockTypes("default", block_types, tex_index);
40 chunk_renderer.LoadTextures(env.loader, tex_index);
41 chunk_renderer.FogDensity(wc.fog_density);
43 spawner.LimitSkeletons(0, skeletons.Size());
47 void MasterState::OnEnter() {
48 env.state.Push(&preload);
49 env.window.GrabMouse();
53 void MasterState::Handle(const SDL_Event &event) {
56 interface.HandlePress(event.key);
59 interface.HandleRelease(event.key);
61 case SDL_MOUSEBUTTONDOWN:
62 interface.HandlePress(event.button);
64 case SDL_MOUSEBUTTONUP:
65 interface.HandleRelease(event.button);
68 interface.Handle(event.motion);
71 interface.Handle(event.wheel);
74 env.state.Switch(&unload);
81 void MasterState::Update(int dt) {
83 if (input.BlockFocus()) {
84 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
85 } else if (input.EntityFocus()) {
86 hud.FocusEntity(*input.EntityFocus().entity);
88 hud.Display(block_types[player.GetInventorySlot() + 1]);
92 chunk_loader.Update(dt);
93 chunk_renderer.Update(dt);
95 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
96 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
97 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
98 env.audio.Position(player.GetEntity().Position());
99 env.audio.Velocity(player.GetEntity().Velocity());
100 env.audio.Orientation(dir, up);
103 void MasterState::Render(Viewport &viewport) {
104 viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
105 if (config.video.world) {
106 chunk_renderer.Render(viewport);
107 world.Render(viewport);
108 sky.Render(viewport);
110 hud.Render(viewport);
114 void MasterState::SetAudio(bool b) {
115 config.audio.enabled = b;
117 hud.PostMessage("Audio enabled");
119 hud.PostMessage("Audio disabled");
123 void MasterState::SetVideo(bool b) {
124 config.video.world = b;
126 hud.PostMessage("World rendering enabled");
128 hud.PostMessage("World rendering disabled");
132 void MasterState::SetHUD(bool b) {
133 config.video.hud = b;
135 hud.PostMessage("HUD rendering enabled");
137 hud.PostMessage("HUD rendering disabled");
141 void MasterState::SetDebug(bool b) {
142 config.video.debug = b;
144 hud.PostMessage("Debug rendering enabled");
146 hud.PostMessage("Debug rendering disabled");
150 void MasterState::Exit() {