1 #include "MasterState.hpp"
3 #include "../app/Environment.hpp"
4 #include "../app/init.hpp"
5 #include "../app/TextureIndex.hpp"
11 namespace standalone {
13 MasterState::MasterState(
15 const Generator::Config &gc,
16 const Interface::Config &ic,
17 const World::Config &wc,
22 , world(block_types, wc)
23 , interface(ic, env, world, world.AddPlayer(ic.player_name))
25 , chunk_loader(world.Chunks(), generator, save)
26 , chunk_renderer(*interface.GetPlayer().chunks)
28 , spawner(world, skeletons, gc.seed)
29 , sky(env.loader.LoadCubeMap("skybox"))
30 , preload(env, chunk_loader, chunk_renderer)
31 , unload(env, world.Chunks(), save) {
32 TextureIndex tex_index;
33 env.loader.LoadBlockTypes("default", block_types, tex_index);
34 chunk_renderer.LoadTextures(env.loader, tex_index);
35 chunk_renderer.FogDensity(wc.fog_density);
37 spawner.LimitSkeletons(0, skeletons.Size());
38 // TODO: better solution for initializing HUD
39 interface.SelectNext();
43 void MasterState::OnEnter() {
44 env.state.Push(&preload);
45 env.window.GrabMouse();
49 void MasterState::Handle(const SDL_Event &event) {
52 interface.HandlePress(event.key);
55 interface.HandleRelease(event.key);
57 case SDL_MOUSEBUTTONDOWN:
58 interface.HandlePress(event.button);
60 case SDL_MOUSEBUTTONUP:
61 interface.HandleRelease(event.button);
64 interface.Handle(event.motion);
67 interface.Handle(event.wheel);
70 env.state.Switch(&unload);
77 void MasterState::Update(int dt) {
81 chunk_loader.Update(dt);
82 chunk_renderer.Update(dt);
84 Entity &player = *interface.GetPlayer().entity;
86 glm::mat4 trans = player.Transform(player.ChunkCoords());
87 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
88 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
89 env.audio.Position(player.Position());
90 env.audio.Velocity(player.Velocity());
91 env.audio.Orientation(dir, up);
94 void MasterState::Render(Viewport &viewport) {
95 Entity &player = *interface.GetPlayer().entity;
96 viewport.WorldPosition(player.Transform(player.ChunkCoords()));
97 chunk_renderer.Render(viewport);
98 world.Render(viewport);
101 interface.Render(viewport);