world previews demo
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@@ -2,9 +2,13 @@
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#include "../hud.h"
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#include "../LevelFrontend.h"
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#include "../../debug/Logger.h"
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#include "../../audio/audio.h"
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#include "../../coders/imageio.h"
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#include "../../graphics/core/PostProcessing.h"
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#include "../../graphics/core/GfxContext.h"
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#include "../../graphics/core/Viewport.h"
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#include "../../graphics/core/ImageData.h"
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#include "../../graphics/ui/GUI.h"
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#include "../../graphics/ui/elements/Menu.hpp"
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#include "../../graphics/render/WorldRenderer.h"
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@@ -18,7 +22,11 @@
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#include "../../window/Events.h"
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#include "../../engine.h"
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static debug::Logger logger("level-screen");
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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postProcessing = std::make_unique<PostProcessing>();
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auto& settings = engine->getSettings();
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auto assets = engine->getAssets();
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auto menu = engine->getGUI()->getMenu();
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@@ -53,11 +61,31 @@ LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine) {
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}
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LevelScreen::~LevelScreen() {
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saveWorldPreview();
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scripting::on_frontend_close();
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controller->onWorldQuit();
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engine->getPaths()->setWorldFolder(fs::path());
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}
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void LevelScreen::saveWorldPreview() {
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try {
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logger.info() << "saving world preview";
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auto paths = engine->getPaths();
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auto player = controller->getPlayer();
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auto camera = player->camera;
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auto& settings = engine->getSettings();
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int previewSize = settings.ui.worldPreviewSize.get();
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Viewport viewport(previewSize * 1.5, previewSize);
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GfxContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), false, postProcessing.get());
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auto image = postProcessing->toImage();
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image->flipY();
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imageio::write(paths->resolve("world:preview.png"), image.get());
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} catch (const std::exception& err) {
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logger.error() << err.what();
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}
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}
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void LevelScreen::updateHotkeys() {
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auto& settings = engine->getSettings();
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if (Events::jpressed(keycode::O)) {
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@@ -111,7 +139,7 @@ void LevelScreen::draw(float delta) {
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera.get(), hudVisible);
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worldRenderer->draw(ctx, camera.get(), hudVisible, postProcessing.get());
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if (hudVisible) {
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hud->draw(ctx);
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