]> git.localhorst.tv Git - blank.git/blob - src/standalone/MasterState.cpp
store shapes in models rather than meshes
[blank.git] / src / standalone / MasterState.cpp
1 #include "MasterState.hpp"
2
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"
8
9 #include <SDL.h>
10
11
12 namespace blank {
13 namespace standalone {
14
15 MasterState::MasterState(
16         Environment &env,
17         Config &config,
18         const Generator::Config &gc,
19         const World::Config &wc,
20         const WorldSave &save
21 )
22 : config(config)
23 , env(env)
24 , shapes()
25 , block_types()
26 , save(save)
27 , world(block_types, wc)
28 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
29 , player(*world.AddPlayer(config.player.name))
30 , spawn_player(false)
31 , hud(env, config, player)
32 , manip(env, player.GetEntity())
33 , input(world, player, manip)
34 , interface(config, env.keymap, input, *this)
35 , generator(gc)
36 , chunk_loader(world.Chunks(), generator, save)
37 , chunk_renderer(player.GetChunks())
38 , skeletons()
39 , spawner(world, skeletons, env.rng)
40 , sky(env.loader.LoadCubeMap("skybox"))
41 , preload(env, chunk_loader, chunk_renderer)
42 , unload(env, world.Chunks(), save) {
43         TextureIndex tex_index;
44         env.loader.LoadShapes("default", shapes);
45         env.loader.LoadBlockTypes("default", block_types, tex_index, shapes);
46         skeletons.Load(shapes);
47         spawner.LimitSkeletons(0, skeletons.size());
48         spawner.LoadTextures(tex_index);
49         interface.SetInventorySlots(block_types.size() - 1);
50         generator.LoadTypes(block_types);
51         chunk_renderer.LoadTextures(env.loader, tex_index);
52         chunk_renderer.FogDensity(wc.fog_density);
53         if (save.Exists(player)) {
54                 save.Read(player);
55         } else {
56                 spawn_player = true;
57         }
58 }
59
60 MasterState::~MasterState() {
61         world.Chunks().UnregisterIndex(spawn_index);
62 }
63
64
65 void MasterState::OnResume() {
66         if (spawn_index.MissingChunks() > 0) {
67                 env.state.Push(&preload);
68         }
69         if (config.input.mouse) {
70                 env.window.GrabMouse();
71         }
72         if (spawn_player) {
73                 // TODO: spawn
74                 spawn_player = false;
75         }
76 }
77
78 void MasterState::OnPause() {
79         env.window.ReleaseMouse();
80 }
81
82
83 void MasterState::Handle(const SDL_Event &event) {
84         switch (event.type) {
85                 case SDL_KEYDOWN:
86                         interface.HandlePress(event.key);
87                         break;
88                 case SDL_KEYUP:
89                         interface.HandleRelease(event.key);
90                         break;
91                 case SDL_MOUSEBUTTONDOWN:
92                         interface.HandlePress(event.button);
93                         break;
94                 case SDL_MOUSEBUTTONUP:
95                         interface.HandleRelease(event.button);
96                         break;
97                 case SDL_MOUSEMOTION:
98                         interface.Handle(event.motion);
99                         break;
100                 case SDL_MOUSEWHEEL:
101                         interface.Handle(event.wheel);
102                         break;
103                 case SDL_QUIT:
104                         Exit();
105                         break;
106                 default:
107                         break;
108         }
109 }
110
111 void MasterState::Update(int dt) {
112         input.Update(dt);
113         if (input.BlockFocus()) {
114                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
115         } else if (input.EntityFocus()) {
116                 hud.FocusEntity(*input.EntityFocus().entity);
117         } else {
118                 hud.FocusNone();
119         }
120         hud.Display(block_types[player.GetInventorySlot() + 1]);
121         hud.Update(dt);
122         spawner.Update(dt);
123         world.Update(dt);
124         chunk_loader.Update(dt);
125         chunk_renderer.Update(dt);
126
127         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
128         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
129         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
130         env.audio.Position(player.GetEntity().Position());
131         env.audio.Velocity(player.GetEntity().Velocity());
132         env.audio.Orientation(dir, up);
133 }
134
135 void MasterState::Render(Viewport &viewport) {
136         viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
137         if (config.video.world) {
138                 chunk_renderer.Render(viewport);
139                 world.Render(viewport);
140                 sky.Render(viewport);
141         }
142         hud.Render(viewport);
143 }
144
145
146 void MasterState::SetAudio(bool b) {
147         config.audio.enabled = b;
148         if (b) {
149                 hud.PostMessage("Audio enabled");
150         } else {
151                 hud.PostMessage("Audio disabled");
152         }
153 }
154
155 void MasterState::SetVideo(bool b) {
156         config.video.world = b;
157         if (b) {
158                 hud.PostMessage("World rendering enabled");
159         } else {
160                 hud.PostMessage("World rendering disabled");
161         }
162 }
163
164 void MasterState::SetHUD(bool b) {
165         config.video.hud = b;
166         if (b) {
167                 hud.PostMessage("HUD rendering enabled");
168         } else {
169                 hud.PostMessage("HUD rendering disabled");
170         }
171 }
172
173 void MasterState::SetDebug(bool b) {
174         config.video.debug = b;
175         if (b) {
176                 hud.PostMessage("Debug rendering enabled");
177         } else {
178                 hud.PostMessage("Debug rendering disabled");
179         }
180 }
181
182 void MasterState::Exit() {
183         save.Write(player);
184         env.state.Switch(&unload);
185 }
186
187 }
188 }