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1 #include "WorldState.hpp"
2
3 #include "Environment.hpp"
4 #include "init.hpp"
5 #include "TextureIndex.hpp"
6
7 #include <SDL.h>
8
9
10 namespace blank {
11
12 WorldState::WorldState(
13         Environment &env,
14         const Interface::Config &ic,
15         const World::Config &wc,
16         const WorldSave &save
17 )
18 : env(env)
19 , block_types()
20 , world(block_types, wc, save)
21 , chunk_renderer(world, wc.load.load_dist)
22 , skeletons()
23 , spawner(world, skeletons, wc.gen.seed)
24 , interface(ic, env, world, *world.AddPlayer(ic.player_name))
25 , preload(env, world.Loader(), chunk_renderer)
26 , unload(env, world.Loader()) {
27         TextureIndex tex_index;
28         env.loader.LoadBlockTypes("default", block_types, tex_index);
29         chunk_renderer.LoadTextures(env.loader, tex_index);
30         chunk_renderer.FogDensity(wc.fog_density);
31         skeletons.Load();
32         // TODO: better solution for initializing HUD
33         interface.SelectNext();
34 }
35
36
37 void WorldState::OnEnter() {
38         env.state.Push(&preload);
39         env.window.GrabMouse();
40 }
41
42
43 void WorldState::Handle(const SDL_Event &event) {
44         switch (event.type) {
45                 case SDL_KEYDOWN:
46                         interface.HandlePress(event.key);
47                         break;
48                 case SDL_KEYUP:
49                         interface.HandleRelease(event.key);
50                         break;
51                 case SDL_MOUSEBUTTONDOWN:
52                         interface.HandlePress(event.button);
53                         break;
54                 case SDL_MOUSEBUTTONUP:
55                         interface.HandleRelease(event.button);
56                         break;
57                 case SDL_MOUSEMOTION:
58                         interface.Handle(event.motion);
59                         break;
60                 case SDL_MOUSEWHEEL:
61                         interface.Handle(event.wheel);
62                         break;
63                 case SDL_QUIT:
64                         env.state.Switch(&unload);
65                         break;
66                 default:
67                         break;
68         }
69 }
70
71 void WorldState::Update(int dt) {
72         interface.Update(dt);
73         spawner.Update(dt);
74         world.Update(dt);
75         chunk_renderer.Rebase(interface.Player().ChunkCoords());
76         chunk_renderer.Update(dt);
77
78         glm::mat4 trans = interface.Player().Transform(interface.Player().ChunkCoords());
79         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
80         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
81         env.audio.Position(interface.Player().Position());
82         env.audio.Velocity(interface.Player().Velocity());
83         env.audio.Orientation(dir, up);
84 }
85
86 void WorldState::Render(Viewport &viewport) {
87         viewport.WorldPosition(interface.Player().Transform(interface.Player().ChunkCoords()));
88         chunk_renderer.Render(viewport);
89         world.Render(viewport);
90         interface.Render(viewport);
91 }
92
93 }