Added missing files

This commit is contained in:
MihailRis
2023-11-15 21:18:40 +03:00
parent fee25abb5e
commit 5af04e20d1
4 changed files with 170 additions and 0 deletions
+83
View File
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#include "screens.h"
#include <iostream>
#include <memory>
#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../assets/Assets.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "../objects/Player.h"
#include "../voxels/ChunksController.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "world_render.h"
#include "hud.h"
#include "gui/GUI.h"
#include "../engine.h"
using std::shared_ptr;
LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
worldRenderer = new WorldRenderer(level, engine->getAssets());
hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
}
LevelScreen::~LevelScreen() {
delete hud;
delete worldRenderer;
World* world = level->world;
std::cout << "-- saving world" << std::endl;
world->write(level, !engine->getSettings().debug.generatorTestMode);
delete world;
delete level;
}
void LevelScreen::updateHotkeys() {
if (Events::jpressed(keycode::O)) {
occlusion = !occlusion;
}
if (Events::jpressed(keycode::F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(keycode::F5)) {
for (uint i = 0; i < level->chunks->volume; i++) {
shared_ptr<Chunk> chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()) {
chunk->setModified(true);
}
}
}
}
void LevelScreen::update(float delta) {
gui::GUI* gui = engine->getGUI();
EngineSettings& settings = engine->getSettings();
bool inputLocked = hud->isPause() || hud->isInventoryOpen() || gui->isFocusCaught();
if (!inputLocked) {
updateHotkeys();
}
level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
}
void LevelScreen::draw(float delta) {
EngineSettings& settings = engine->getSettings();
Camera* camera = level->player->camera;
float fovFactor = 18.0f / (float)settings.chunks.loadDistance;
worldRenderer->draw(camera, occlusion, fovFactor, settings.graphics.fogCurve);
hud->draw();
if (level->player->debug) {
hud->drawDebug( 1 / delta, occlusion);
}
}