1 #include "MasterState.hpp"
3 #include "../app/Config.hpp"
4 #include "../app/Environment.hpp"
5 #include "../app/init.hpp"
6 #include "../app/TextureIndex.hpp"
7 #include "../io/WorldSave.hpp"
13 namespace standalone {
15 MasterState::MasterState(
18 const Generator::Config &gc,
19 const World::Config &wc,
26 , world(block_types, wc)
27 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
28 , player(*world.AddPlayer(config.player.name))
29 , hud(env, config, player)
30 , manip(env, player.GetEntity())
31 , input(world, player, manip)
32 , interface(config, env.keymap, input, *this)
33 , generator(gc, block_types)
34 , chunk_loader(world.Chunks(), generator, save)
35 , chunk_renderer(player.GetChunks())
37 , spawner(world, skeletons, gc.seed)
38 , sky(env.loader.LoadCubeMap("skybox"))
39 , preload(env, chunk_loader, chunk_renderer)
40 , unload(env, world.Chunks(), save) {
41 TextureIndex tex_index;
42 env.loader.LoadBlockTypes("default", block_types, tex_index);
43 interface.SetInventorySlots(block_types.Size() - 1);
45 chunk_renderer.LoadTextures(env.loader, tex_index);
46 chunk_renderer.FogDensity(wc.fog_density);
48 spawner.LimitSkeletons(0, skeletons.Size());
49 if (save.Exists(player)) {
56 MasterState::~MasterState() {
57 world.Chunks().UnregisterIndex(spawn_index);
61 void MasterState::OnEnter() {
62 env.state.Push(&preload);
63 env.window.GrabMouse();
67 void MasterState::Handle(const SDL_Event &event) {
70 interface.HandlePress(event.key);
73 interface.HandleRelease(event.key);
75 case SDL_MOUSEBUTTONDOWN:
76 interface.HandlePress(event.button);
78 case SDL_MOUSEBUTTONUP:
79 interface.HandleRelease(event.button);
82 interface.Handle(event.motion);
85 interface.Handle(event.wheel);
95 void MasterState::Update(int dt) {
97 if (input.BlockFocus()) {
98 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
99 } else if (input.EntityFocus()) {
100 hud.FocusEntity(*input.EntityFocus().entity);
104 hud.Display(block_types[player.GetInventorySlot() + 1]);
108 chunk_loader.Update(dt);
109 chunk_renderer.Update(dt);
111 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
112 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
113 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
114 env.audio.Position(player.GetEntity().Position());
115 env.audio.Velocity(player.GetEntity().Velocity());
116 env.audio.Orientation(dir, up);
119 void MasterState::Render(Viewport &viewport) {
120 viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
121 if (config.video.world) {
122 chunk_renderer.Render(viewport);
123 world.Render(viewport);
124 sky.Render(viewport);
126 hud.Render(viewport);
130 void MasterState::SetAudio(bool b) {
131 config.audio.enabled = b;
133 hud.PostMessage("Audio enabled");
135 hud.PostMessage("Audio disabled");
139 void MasterState::SetVideo(bool b) {
140 config.video.world = b;
142 hud.PostMessage("World rendering enabled");
144 hud.PostMessage("World rendering disabled");
148 void MasterState::SetHUD(bool b) {
149 config.video.hud = b;
151 hud.PostMessage("HUD rendering enabled");
153 hud.PostMessage("HUD rendering disabled");
157 void MasterState::SetDebug(bool b) {
158 config.video.debug = b;
160 hud.PostMessage("Debug rendering enabled");
162 hud.PostMessage("Debug rendering disabled");
166 void MasterState::Exit() {
168 env.state.Switch(&unload);