]> git.localhorst.tv Git - blank.git/blobdiff - src/app/WorldState.cpp
move standalone stuff to its own dir
[blank.git] / src / app / WorldState.cpp
diff --git a/src/app/WorldState.cpp b/src/app/WorldState.cpp
deleted file mode 100644 (file)
index 590f6ac..0000000
+++ /dev/null
@@ -1,103 +0,0 @@
-#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);
-}
-
-}