1 #include "MasterState.hpp"
3 #include "../app/Config.hpp"
4 #include "../app/Environment.hpp"
5 #include "../app/init.hpp"
6 #include "../io/WorldSave.hpp"
12 namespace standalone {
14 MasterState::MasterState(
17 const Generator::Config &gc,
18 const World::Config &wc,
26 , world(res.block_types, wc)
27 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
28 , player(*world.AddPlayer(config.player.name))
30 , hud(env, config, player)
31 , manip(env.audio, sounds, player.GetEntity())
32 , input(world, player, manip)
33 , interface(config, env.keymap, input, *this)
35 , chunk_loader(world.Chunks(), generator, save)
36 , chunk_renderer(player.GetChunks())
37 , spawner(world, res.models, env.rng)
38 , sky(env.loader.LoadCubeMap("skybox"))
39 , preload(env, chunk_loader, chunk_renderer)
40 , unload(env, world.Chunks(), save)
41 , chat(env, *this, *this) {
42 res.Load(env.loader, "default");
43 if (res.models.size() < 2) {
44 throw std::runtime_error("need at least two models to run");
46 res.models[0].Instantiate(player.GetEntity().GetModel());
47 sounds.Load(env.loader, res.snd_index);
48 spawner.LimitModels(1, res.models.size());
49 interface.SetInventorySlots(res.block_types.size() - 1);
50 generator.LoadTypes(res.block_types);
51 chunk_renderer.LoadTextures(env.loader, res.tex_index);
52 chunk_renderer.FogDensity(wc.fog_density);
53 if (save.Exists(player)) {
55 glm::vec3 orient(glm::eulerAngles(player.GetEntity().Orientation()));
56 input.TurnHead(orient.x, orient.y);
62 MasterState::~MasterState() {
63 world.Chunks().UnregisterIndex(spawn_index);
67 void MasterState::OnResume() {
68 if (spawn_index.MissingChunks() > 0) {
69 env.state.Push(&preload);
76 hud.KeepMessages(false);
80 void MasterState::OnPause() {
84 void MasterState::OnFocus() {
85 if (config.input.mouse) {
86 env.window.GrabMouse();
91 void MasterState::OnBlur() {
92 env.window.ReleaseMouse();
97 void MasterState::Handle(const SDL_Event &event) {
100 // TODO: move to interface
101 if (event.key.keysym.sym == SDLK_RETURN) {
102 env.state.Push(&chat);
103 hud.KeepMessages(true);
105 interface.HandlePress(event.key);
109 interface.HandleRelease(event.key);
111 case SDL_MOUSEBUTTONDOWN:
112 interface.HandlePress(event.button);
114 case SDL_MOUSEBUTTONUP:
115 interface.HandleRelease(event.button);
117 case SDL_MOUSEMOTION:
118 interface.Handle(event.motion);
121 interface.Handle(event.wheel);
131 void MasterState::Update(int dt) {
134 if (input.BlockFocus()) {
135 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
136 } else if (input.EntityFocus()) {
137 hud.FocusEntity(*input.EntityFocus().entity);
141 hud.Display(res.block_types[player.GetInventorySlot() + 1]);
143 chunk_loader.Update(dt);
144 chunk_renderer.Update(dt);
146 glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
147 glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
148 glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
149 env.audio.Position(player.GetEntity().Position());
150 env.audio.Velocity(player.GetEntity().Velocity());
151 env.audio.Orientation(dir, up);
154 void MasterState::Render(Viewport &viewport) {
155 viewport.WorldPosition(
156 player.GetEntity().Transform(player.GetEntity().ChunkCoords())
157 * player.GetEntity().GetModel().EyesTransform());
158 if (config.video.world) {
159 chunk_renderer.Render(viewport);
160 world.Render(viewport);
161 sky.Render(viewport);
163 hud.Render(viewport);
167 void MasterState::SetAudio(bool b) {
168 config.audio.enabled = b;
170 hud.PostMessage("Audio enabled");
172 hud.PostMessage("Audio disabled");
176 void MasterState::SetVideo(bool b) {
177 config.video.world = b;
179 hud.PostMessage("World rendering enabled");
181 hud.PostMessage("World rendering disabled");
185 void MasterState::SetHUD(bool b) {
186 config.video.hud = b;
188 hud.PostMessage("HUD rendering enabled");
190 hud.PostMessage("HUD rendering disabled");
194 void MasterState::SetDebug(bool b) {
195 config.video.debug = b;
197 hud.PostMessage("Debug rendering enabled");
199 hud.PostMessage("Debug rendering disabled");
203 void MasterState::Exit() {
205 env.state.Switch(&unload);
208 void MasterState::OnLineSubmit(const std::string &line) {
210 hud.PostMessage(line);