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[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 , models()
27 , save(save)
28 , world(block_types, wc)
29 , spawn_index(world.Chunks().MakeIndex(wc.spawn, 3))
30 , player(*world.AddPlayer(config.player.name))
31 , spawn_player(false)
32 , hud(env, config, player)
33 , manip(env, player.GetEntity())
34 , input(world, player, manip)
35 , interface(config, env.keymap, input, *this)
36 , generator(gc)
37 , chunk_loader(world.Chunks(), generator, save)
38 , chunk_renderer(player.GetChunks())
39 , spawner(world, models, 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         env.loader.LoadModels("default", models, tex_index, shapes);
47         if (models.size() < 2) {
48                 throw std::runtime_error("need at least two models to run");
49         }
50         spawner.LimitModels(0, models.size());
51         interface.SetInventorySlots(block_types.size() - 1);
52         generator.LoadTypes(block_types);
53         chunk_renderer.LoadTextures(env.loader, tex_index);
54         chunk_renderer.FogDensity(wc.fog_density);
55         if (save.Exists(player)) {
56                 save.Read(player);
57         } else {
58                 spawn_player = true;
59         }
60 }
61
62 MasterState::~MasterState() {
63         world.Chunks().UnregisterIndex(spawn_index);
64 }
65
66
67 void MasterState::OnResume() {
68         if (spawn_index.MissingChunks() > 0) {
69                 env.state.Push(&preload);
70         }
71         if (config.input.mouse) {
72                 env.window.GrabMouse();
73         }
74         if (spawn_player) {
75                 // TODO: spawn
76                 spawn_player = false;
77         }
78 }
79
80 void MasterState::OnPause() {
81         env.window.ReleaseMouse();
82 }
83
84
85 void MasterState::Handle(const SDL_Event &event) {
86         switch (event.type) {
87                 case SDL_KEYDOWN:
88                         interface.HandlePress(event.key);
89                         break;
90                 case SDL_KEYUP:
91                         interface.HandleRelease(event.key);
92                         break;
93                 case SDL_MOUSEBUTTONDOWN:
94                         interface.HandlePress(event.button);
95                         break;
96                 case SDL_MOUSEBUTTONUP:
97                         interface.HandleRelease(event.button);
98                         break;
99                 case SDL_MOUSEMOTION:
100                         interface.Handle(event.motion);
101                         break;
102                 case SDL_MOUSEWHEEL:
103                         interface.Handle(event.wheel);
104                         break;
105                 case SDL_QUIT:
106                         Exit();
107                         break;
108                 default:
109                         break;
110         }
111 }
112
113 void MasterState::Update(int dt) {
114         input.Update(dt);
115         if (input.BlockFocus()) {
116                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
117         } else if (input.EntityFocus()) {
118                 hud.FocusEntity(*input.EntityFocus().entity);
119         } else {
120                 hud.FocusNone();
121         }
122         hud.Display(block_types[player.GetInventorySlot() + 1]);
123         hud.Update(dt);
124         spawner.Update(dt);
125         world.Update(dt);
126         chunk_loader.Update(dt);
127         chunk_renderer.Update(dt);
128
129         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
130         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
131         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
132         env.audio.Position(player.GetEntity().Position());
133         env.audio.Velocity(player.GetEntity().Velocity());
134         env.audio.Orientation(dir, up);
135 }
136
137 void MasterState::Render(Viewport &viewport) {
138         viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
139         if (config.video.world) {
140                 chunk_renderer.Render(viewport);
141                 world.Render(viewport);
142                 sky.Render(viewport);
143         }
144         hud.Render(viewport);
145 }
146
147
148 void MasterState::SetAudio(bool b) {
149         config.audio.enabled = b;
150         if (b) {
151                 hud.PostMessage("Audio enabled");
152         } else {
153                 hud.PostMessage("Audio disabled");
154         }
155 }
156
157 void MasterState::SetVideo(bool b) {
158         config.video.world = b;
159         if (b) {
160                 hud.PostMessage("World rendering enabled");
161         } else {
162                 hud.PostMessage("World rendering disabled");
163         }
164 }
165
166 void MasterState::SetHUD(bool b) {
167         config.video.hud = b;
168         if (b) {
169                 hud.PostMessage("HUD rendering enabled");
170         } else {
171                 hud.PostMessage("HUD rendering disabled");
172         }
173 }
174
175 void MasterState::SetDebug(bool b) {
176         config.video.debug = b;
177         if (b) {
178                 hud.PostMessage("Debug rendering enabled");
179         } else {
180                 hud.PostMessage("Debug rendering disabled");
181         }
182 }
183
184 void MasterState::Exit() {
185         save.Write(player);
186         env.state.Switch(&unload);
187 }
188
189 }
190 }