#include "FrameCounter.hpp"
#include "State.hpp"
#include "StateControl.hpp"
+#include "TextureIndex.hpp"
#include "init.hpp"
#include "../audio/Sound.hpp"
#include "../graphics/ArrayTexture.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Texture.hpp"
+#include "../io/TokenStreamReader.hpp"
+#include "../model/shapes.hpp"
#include "../world/BlockType.hpp"
+#include "../world/BlockTypeRegistry.hpp"
#include "../world/Entity.hpp"
+#include <fstream>
#include <iostream>
#include <stdexcept>
#include <SDL_image.h>
+using std::runtime_error;
using std::string;
void Application::Update(int dt) {
env.counter.EnterUpdate();
+ env.audio.Update(dt);
if (HasState()) {
GetState().Update(dt);
}
: fonts(base + "fonts/")
, sounds(base + "sounds/")
, textures(base + "textures/")
+, data(base + "data/")
, large_ui_font(LoadFont("DejaVuSans", 24))
, small_ui_font(LoadFont("DejaVuSans", 16)) {
}
+namespace {
+
+CuboidShape block_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }});
+StairShape stair_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f }}, { 0.0f, 0.0f });
+CuboidShape slab_shape({{ -0.5f, -0.5f, -0.5f }, { 0.5f, 0.0f, 0.5f }});
+
+}
+
+void Assets::LoadBlockTypes(const std::string &set_name, BlockTypeRegistry ®, TextureIndex &tex_index) const {
+ string full = data + set_name + ".types";
+ std::ifstream file(full);
+ if (!file) {
+ throw std::runtime_error("failed to open block type file " + full);
+ }
+ TokenStreamReader in(file);
+ string type_name;
+ string name;
+ string tex_name;
+ string shape_name;
+ while (in.HasMore()) {
+ in.ReadIdentifier(type_name);
+ in.Skip(Token::EQUALS);
+ BlockType type;
+
+ // read block type
+ in.Skip(Token::ANGLE_BRACKET_OPEN);
+ while (in.Peek().type != Token::ANGLE_BRACKET_CLOSE) {
+ in.ReadIdentifier(name);
+ in.Skip(Token::EQUALS);
+ if (name == "visible") {
+ type.visible = in.GetBool();
+ } else if (name == "texture") {
+ in.ReadString(tex_name);
+ type.texture = tex_index.GetID(tex_name);
+ } else if (name == "color") {
+ in.ReadVec(type.color);
+ } else if (name == "outline") {
+ in.ReadVec(type.outline_color);
+ } else if (name == "label") {
+ in.ReadString(type.label);
+ } else if (name == "luminosity") {
+ type.luminosity = in.GetInt();
+ } else if (name == "block_light") {
+ type.block_light = in.GetBool();
+ } else if (name == "collision") {
+ type.collision = in.GetBool();
+ } else if (name == "collide_block") {
+ type.collide_block = in.GetBool();
+ } else if (name == "shape") {
+ in.ReadIdentifier(shape_name);
+ if (shape_name == "block") {
+ type.shape = &block_shape;
+ type.fill = { true, true, true, true, true, true };
+ } else if (shape_name == "slab") {
+ type.shape = &slab_shape;
+ type.fill = { false, true, false, false, false, false };
+ } else if (shape_name == "stair") {
+ type.shape = &stair_shape;
+ type.fill = { false, true, false, false, false, true };
+ } else {
+ throw runtime_error("unknown block shape: " + shape_name);
+ }
+ } else {
+ throw runtime_error("unknown block property: " + name);
+ }
+ in.Skip(Token::SEMICOLON);
+ }
+ in.Skip(Token::ANGLE_BRACKET_CLOSE);
+ in.Skip(Token::SEMICOLON);
+
+ reg.Add(type);
+ }
+}
+
Font Assets::LoadFont(const string &name, int size) const {
string full = fonts + name + ".ttf";
return Font(full.c_str(), size);
SDL_FreeSurface(srf);
}
+void Assets::LoadTextures(const TextureIndex &index, ArrayTexture &tex) const {
+ // TODO: where the hell should that size come from?
+ tex.Reserve(16, 16, index.Size(), Format());
+ for (const auto &entry : index.Entries()) {
+ LoadTexture(entry.first, tex, entry.second);
+ }
+}
+
+
+TextureIndex::TextureIndex()
+: id_map() {
+
+}
+
+int TextureIndex::GetID(const string &name) {
+ auto entry = id_map.find(name);
+ if (entry == id_map.end()) {
+ auto result = id_map.emplace(name, Size());
+ return result.first->second;
+ } else {
+ return entry->second;
+ }
+}
+
void FrameCounter::EnterFrame() noexcept {
last_enter = SDL_GetTicks();