-#include "WorldState.hpp"
-
-#include "Environment.hpp"
-#include "init.hpp"
-#include "TextureIndex.hpp"
-
-#include <SDL.h>
-
-
-namespace blank {
-
-WorldState::WorldState(
- Environment &env,
- const Generator::Config &gc,
- const Interface::Config &ic,
- const World::Config &wc,
- const WorldSave &save
-)
-: env(env)
-, block_types()
-, world(block_types, wc)
-, interface(ic, env, world, world.AddPlayer(ic.player_name))
-, generator(gc)
-, chunk_loader(world.Chunks(), generator, save)
-, chunk_renderer(*interface.GetPlayer().chunks)
-, skeletons()
-, spawner(world, skeletons, gc.seed)
-, sky(env.loader.LoadCubeMap("skybox"))
-, preload(env, chunk_loader, chunk_renderer)
-, unload(env, world.Chunks(), save) {
- TextureIndex tex_index;
- env.loader.LoadBlockTypes("default", block_types, tex_index);
- chunk_renderer.LoadTextures(env.loader, tex_index);
- chunk_renderer.FogDensity(wc.fog_density);
- skeletons.Load();
- spawner.LimitSkeletons(0, skeletons.Size());
- // TODO: better solution for initializing HUD
- interface.SelectNext();
-}
-
-
-void WorldState::OnEnter() {
- env.state.Push(&preload);
- env.window.GrabMouse();
-}
-
-
-void WorldState::Handle(const SDL_Event &event) {
- switch (event.type) {
- case SDL_KEYDOWN:
- interface.HandlePress(event.key);
- break;
- case SDL_KEYUP:
- interface.HandleRelease(event.key);
- break;
- case SDL_MOUSEBUTTONDOWN:
- interface.HandlePress(event.button);
- break;
- case SDL_MOUSEBUTTONUP:
- interface.HandleRelease(event.button);
- break;
- case SDL_MOUSEMOTION:
- interface.Handle(event.motion);
- break;
- case SDL_MOUSEWHEEL:
- interface.Handle(event.wheel);
- break;
- case SDL_QUIT:
- env.state.Switch(&unload);
- break;
- default:
- break;
- }
-}
-
-void WorldState::Update(int dt) {
- interface.Update(dt);
- spawner.Update(dt);
- world.Update(dt);
- chunk_loader.Update(dt);
- chunk_renderer.Update(dt);
-
- Entity &player = *interface.GetPlayer().entity;
-
- glm::mat4 trans = player.Transform(player.ChunkCoords());
- glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
- glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
- env.audio.Position(player.Position());
- env.audio.Velocity(player.Velocity());
- env.audio.Orientation(dir, up);
-}
-
-void WorldState::Render(Viewport &viewport) {
- Entity &player = *interface.GetPlayer().entity;
- viewport.WorldPosition(player.Transform(player.ChunkCoords()));
- chunk_renderer.Render(viewport);
- world.Render(viewport);
- sky.Render(viewport);
-
- interface.Render(viewport);
-}
-
-}