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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 "../app/TextureIndex.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 , block_types()
24 , world(block_types, wc)
25 , player(*world.AddPlayer(config.player.name))
26 , hud(env, config, player)
27 , manip(env, player.GetEntity())
28 , input(world, player, manip)
29 , interface(config, env.keymap, input, *this)
30 , generator(gc)
31 , chunk_loader(world.Chunks(), generator, save)
32 , chunk_renderer(player.GetChunks())
33 , skeletons()
34 , spawner(world, skeletons, gc.seed)
35 , sky(env.loader.LoadCubeMap("skybox"))
36 , preload(env, chunk_loader, chunk_renderer)
37 , unload(env, world.Chunks(), save) {
38         TextureIndex tex_index;
39         env.loader.LoadBlockTypes("default", block_types, tex_index);
40         chunk_renderer.LoadTextures(env.loader, tex_index);
41         chunk_renderer.FogDensity(wc.fog_density);
42         skeletons.Load();
43         spawner.LimitSkeletons(0, skeletons.Size());
44 }
45
46
47 void MasterState::OnEnter() {
48         env.state.Push(&preload);
49         env.window.GrabMouse();
50 }
51
52
53 void MasterState::Handle(const SDL_Event &event) {
54         switch (event.type) {
55                 case SDL_KEYDOWN:
56                         interface.HandlePress(event.key);
57                         break;
58                 case SDL_KEYUP:
59                         interface.HandleRelease(event.key);
60                         break;
61                 case SDL_MOUSEBUTTONDOWN:
62                         interface.HandlePress(event.button);
63                         break;
64                 case SDL_MOUSEBUTTONUP:
65                         interface.HandleRelease(event.button);
66                         break;
67                 case SDL_MOUSEMOTION:
68                         interface.Handle(event.motion);
69                         break;
70                 case SDL_MOUSEWHEEL:
71                         interface.Handle(event.wheel);
72                         break;
73                 case SDL_QUIT:
74                         env.state.Switch(&unload);
75                         break;
76                 default:
77                         break;
78         }
79 }
80
81 void MasterState::Update(int dt) {
82         input.Update(dt);
83         if (input.BlockFocus()) {
84                 hud.FocusBlock(input.BlockFocus().GetChunk(), input.BlockFocus().block);
85         } else if (input.EntityFocus()) {
86                 hud.FocusEntity(*input.EntityFocus().entity);
87         }
88         hud.Display(block_types[player.GetInventorySlot() + 1]);
89         hud.Update(dt);
90         spawner.Update(dt);
91         world.Update(dt);
92         chunk_loader.Update(dt);
93         chunk_renderer.Update(dt);
94
95         glm::mat4 trans = player.GetEntity().Transform(player.GetEntity().ChunkCoords());
96         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
97         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
98         env.audio.Position(player.GetEntity().Position());
99         env.audio.Velocity(player.GetEntity().Velocity());
100         env.audio.Orientation(dir, up);
101 }
102
103 void MasterState::Render(Viewport &viewport) {
104         viewport.WorldPosition(player.GetEntity().Transform(player.GetEntity().ChunkCoords()));
105         if (config.video.world) {
106                 chunk_renderer.Render(viewport);
107                 world.Render(viewport);
108                 sky.Render(viewport);
109         }
110         hud.Render(viewport);
111 }
112
113
114 void MasterState::SetAudio(bool b) {
115         config.audio.enabled = b;
116         if (b) {
117                 hud.PostMessage("Audio enabled");
118         } else {
119                 hud.PostMessage("Audio disabled");
120         }
121 }
122
123 void MasterState::SetVideo(bool b) {
124         config.video.world = b;
125         if (b) {
126                 hud.PostMessage("World rendering enabled");
127         } else {
128                 hud.PostMessage("World rendering disabled");
129         }
130 }
131
132 void MasterState::SetHUD(bool b) {
133         config.video.hud = b;
134         if (b) {
135                 hud.PostMessage("HUD rendering enabled");
136         } else {
137                 hud.PostMessage("HUD rendering disabled");
138         }
139 }
140
141 void MasterState::SetDebug(bool b) {
142         config.video.debug = b;
143         if (b) {
144                 hud.PostMessage("Debug rendering enabled");
145         } else {
146                 hud.PostMessage("Debug rendering disabled");
147         }
148 }
149
150 void MasterState::Exit() {
151         env.state.Pop();
152 }
153
154 }
155 }