refactor: add GUI instance reference to UI nodes

This commit is contained in:
MihailRis
2025-04-02 14:55:53 +03:00
parent 74a94f869c
commit 4c48afbb90
70 changed files with 1133 additions and 832 deletions
+18 -22
View File
@@ -6,7 +6,7 @@
#include "core_defs.hpp"
#include "debug/Logger.hpp"
#include "engine/Engine.hpp"
#include "io/io.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "frontend/LevelFrontend.hpp"
#include "frontend/hud.hpp"
#include "graphics/core/DrawContext.hpp"
@@ -17,8 +17,7 @@
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/ui/GUI.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/ui/GUI.hpp"
#include "frontend/ContentGfxCache.hpp"
#include "io/io.hpp"
#include "logic/LevelController.hpp"
#include "logic/PlayerController.hpp"
#include "logic/scripting/scripting.hpp"
@@ -43,24 +42,23 @@ LevelScreen::LevelScreen(
)
: Screen(engine),
world(*levelPtr->getWorld()),
postProcessing(std::make_unique<PostProcessing>()) {
postProcessing(std::make_unique<PostProcessing>()),
gui(engine.getGUI()),
input(engine.getInput()) {
Level* level = levelPtr.get();
auto& settings = engine.getSettings();
auto& assets = *engine.getAssets();
auto menu = engine.getGUI()->getMenu();
auto menu = engine.getGUI().getMenu();
menu->reset();
auto player = level->players->get(localPlayer);
assert(player != nullptr);
controller =
std::make_unique<LevelController>(&engine, std::move(levelPtr), player);
playerController = std::make_unique<PlayerController>(
settings,
*level,
*player,
*controller->getBlocksController()
settings, *level, *player, *controller->getBlocksController()
);
frontend = std::make_unique<LevelFrontend>(
@@ -87,7 +85,7 @@ LevelScreen::LevelScreen(
keepAlive(settings.camera.fov.observe([=](double value) {
player->fpCamera->setFov(glm::radians(value));
}));
keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
keepAlive(input.addCallback(BIND_CHUNKS_RELOAD, [=]() {
player->chunks->saveAndClear();
renderer->clear();
return false;
@@ -178,13 +176,14 @@ void LevelScreen::saveWorldPreview() {
void LevelScreen::updateHotkeys() {
auto& settings = engine.getSettings();
if (Events::jpressed(keycode::O)) {
if (input.jpressed(keycode::O)) {
settings.graphics.frustumCulling.toggle();
}
if (Events::jpressed(keycode::F1)) {
if (input.jpressed(keycode::F1)) {
hudVisible = !hudVisible;
}
if (Events::jpressed(keycode::F3)) {
if (input.jpressed(keycode::F3)) {
debug = !debug;
hud->setDebug(debug);
renderer->setDebug(debug);
@@ -199,19 +198,16 @@ void LevelScreen::updateAudio() {
audio::get_channel("regular")->setPaused(paused);
audio::get_channel("ambient")->setPaused(paused);
glm::vec3 velocity {};
if (auto hitbox = player->getHitbox()) {
if (auto hitbox = player->getHitbox()) {
velocity = hitbox->velocity;
}
audio::set_listener(
camera->position,
velocity,
camera->dir,
glm::vec3(0, 1, 0)
camera->position, velocity, camera->dir, glm::vec3(0, 1, 0)
);
}
void LevelScreen::update(float delta) {
auto& gui = *engine.getGUI();
auto& gui = engine.getGUI();
if (!gui.isFocusCaught()) {
updateHotkeys();
@@ -225,10 +221,10 @@ void LevelScreen::update(float delta) {
if (!paused) {
world.updateTimers(delta);
animator->update(delta);
playerController->update(delta, !inputLocked);
playerController->update(delta, inputLocked ? nullptr : &engine.getInput());
}
controller->update(glm::min(delta, 0.2f), paused);
playerController->postUpdate(delta, !inputLocked, paused);
playerController->postUpdate(delta, inputLocked ? nullptr : &engine.getInput(), paused);
hud->update(hudVisible);