--- /dev/null
+#include "UnloadState.hpp"
+
+#include "../app/Environment.hpp"
+#include "../io/WorldSave.hpp"
+#include "../world/ChunkLoader.hpp"
+
+
+namespace blank {
+namespace standalone {
+
+UnloadState::UnloadState(
+ Environment &env,
+ ChunkStore &chunks,
+ const WorldSave &save)
+: env(env)
+, chunks(chunks)
+, save(save)
+, progress(env.assets.large_ui_font)
+, cur(chunks.begin())
+, end(chunks.end())
+, done(0)
+, total(chunks.NumLoaded())
+, per_update(64) {
+ progress.Position(glm::vec3(0.0f), Gravity::CENTER);
+ progress.Template("Unloading chunks: %d/%d (%d%%)");
+}
+
+
+void UnloadState::OnResume() {
+ cur = chunks.begin();
+ end = chunks.end();
+ done = 0;
+ total = chunks.NumLoaded();
+}
+
+
+void UnloadState::Handle(const SDL_Event &) {
+ // ignore everything
+}
+
+void UnloadState::Update(int dt) {
+ for (std::size_t i = 0; i < per_update && cur != end; ++i, ++cur, ++done) {
+ if (cur->ShouldUpdateSave()) {
+ save.Write(*cur);
+ }
+ }
+ if (cur == end) {
+ env.state.PopAll();
+ } else {
+ progress.Update(done, total);
+ }
+}
+
+void UnloadState::Render(Viewport &viewport) {
+ progress.Render(viewport);
+}
+
+}
+}