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1 #include "MasterState.hpp"
2
3 #include "../app/Config.hpp"
4 #include "../app/Environment.hpp"
5 #include "../app/init.hpp"
6 #include "../io/WorldSave.hpp"
7
8 #include <SDL.h>
9
10
11 namespace blank {
12 namespace standalone {
13
14 MasterState::MasterState(
15         Environment &env,
16         Config &config,
17         const Generator::Config &gc,
18         const World::Config &wc,
19         const WorldSave &save
20 )
21 : config(config)
22 , env(env)
23 , res()
24 , save(save)
25 , world(res.block_types, wc)
26 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
27 , player(*world.AddPlayer(config.player.name))
28 , spawn_player(false)
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)
34 , chunk_loader(world.Chunks(), generator, save)
35 , chunk_renderer(player.GetChunks())
36 , spawner(world, res.models, env.rng)
37 , sky(env.loader.LoadCubeMap("skybox"))
38 , preload(env, chunk_loader, chunk_renderer)
39 , unload(env, world.Chunks(), save) {
40         res.Load(env.loader, "default");
41         if (res.models.size() < 2) {
42                 throw std::runtime_error("need at least two models to run");
43         }
44         spawner.LimitModels(0, res.models.size());
45         interface.SetInventorySlots(res.block_types.size() - 1);
46         generator.LoadTypes(res.block_types);
47         chunk_renderer.LoadTextures(env.loader, res.tex_index);
48         chunk_renderer.FogDensity(wc.fog_density);
49         if (save.Exists(player)) {
50                 save.Read(player);
51         } else {
52                 spawn_player = true;
53         }
54 }
55
56 MasterState::~MasterState() {
57         world.Chunks().UnregisterIndex(spawn_index);
58 }
59
60
61 void MasterState::OnResume() {
62         if (spawn_index.MissingChunks() > 0) {
63                 env.state.Push(&preload);
64         }
65         if (config.input.mouse) {
66                 env.window.GrabMouse();
67         }
68         if (spawn_player) {
69                 // TODO: spawn
70                 spawn_player = false;
71         }
72 }
73
74 void MasterState::OnPause() {
75         env.window.ReleaseMouse();
76 }
77
78
79 void MasterState::Handle(const SDL_Event &event) {
80         switch (event.type) {
81                 case SDL_KEYDOWN:
82                         interface.HandlePress(event.key);
83                         break;
84                 case SDL_KEYUP:
85                         interface.HandleRelease(event.key);
86                         break;
87                 case SDL_MOUSEBUTTONDOWN:
88                         interface.HandlePress(event.button);
89                         break;
90                 case SDL_MOUSEBUTTONUP:
91                         interface.HandleRelease(event.button);
92                         break;
93                 case SDL_MOUSEMOTION:
94                         interface.Handle(event.motion);
95                         break;
96                 case SDL_MOUSEWHEEL:
97                         interface.Handle(event.wheel);
98                         break;
99                 case SDL_QUIT:
100                         Exit();
101                         break;
102                 default:
103                         break;
104         }
105 }
106
107 void MasterState::Update(int dt) {
108         input.Update(dt);
109         if (input.BlockFocus()) {
110                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
111         } else if (input.EntityFocus()) {
112                 hud.FocusEntity(*input.EntityFocus().entity);
113         } else {
114                 hud.FocusNone();
115         }
116         hud.Display(res.block_types[player.GetInventorySlot() + 1]);
117         hud.Update(dt);
118         spawner.Update(dt);
119         world.Update(dt);
120         chunk_loader.Update(dt);
121         chunk_renderer.Update(dt);
122
123         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
124         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
125         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
126         env.audio.Position(player.GetEntity().Position());
127         env.audio.Velocity(player.GetEntity().Velocity());
128         env.audio.Orientation(dir, up);
129 }
130
131 void MasterState::Render(Viewport &viewport) {
132         viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
133         if (config.video.world) {
134                 chunk_renderer.Render(viewport);
135                 world.Render(viewport);
136                 sky.Render(viewport);
137         }
138         hud.Render(viewport);
139 }
140
141
142 void MasterState::SetAudio(bool b) {
143         config.audio.enabled = b;
144         if (b) {
145                 hud.PostMessage("Audio enabled");
146         } else {
147                 hud.PostMessage("Audio disabled");
148         }
149 }
150
151 void MasterState::SetVideo(bool b) {
152         config.video.world = b;
153         if (b) {
154                 hud.PostMessage("World rendering enabled");
155         } else {
156                 hud.PostMessage("World rendering disabled");
157         }
158 }
159
160 void MasterState::SetHUD(bool b) {
161         config.video.hud = b;
162         if (b) {
163                 hud.PostMessage("HUD rendering enabled");
164         } else {
165                 hud.PostMessage("HUD rendering disabled");
166         }
167 }
168
169 void MasterState::SetDebug(bool b) {
170         config.video.debug = b;
171         if (b) {
172                 hud.PostMessage("Debug rendering enabled");
173         } else {
174                 hud.PostMessage("Debug rendering disabled");
175         }
176 }
177
178 void MasterState::Exit() {
179         save.Write(player);
180         env.state.Switch(&unload);
181 }
182
183 }
184 }