move PlayerController to LevelScreen

This commit is contained in:
MihailRis
2024-12-11 23:42:59 +03:00
parent 9adaf6d527
commit 863146cf6b
7 changed files with 66 additions and 64 deletions
+49 -18
View File
@@ -1,27 +1,30 @@
#include "LevelScreen.hpp"
#include "core_defs.hpp"
#include "frontend/hud.hpp"
#include "frontend/LevelFrontend.hpp"
#include "audio/audio.hpp"
#include "coders/imageio.hpp"
#include "content/Content.hpp"
#include "core_defs.hpp"
#include "debug/Logger.hpp"
#include "engine.hpp"
#include "files/files.hpp"
#include "content/Content.hpp"
#include "frontend/LevelFrontend.hpp"
#include "frontend/hud.hpp"
#include "graphics/core/DrawContext.hpp"
#include "graphics/core/ImageData.hpp"
#include "graphics/core/PostProcessing.hpp"
#include "graphics/core/Viewport.hpp"
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/render/Decorator.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "graphics/render/WorldRenderer.hpp"
#include "graphics/ui/GUI.hpp"
#include "graphics/ui/elements/Menu.hpp"
#include "logic/LevelController.hpp"
#include "logic/PlayerController.hpp"
#include "logic/scripting/scripting.hpp"
#include "logic/scripting/scripting_hud.hpp"
#include "util/stringutil.hpp"
#include "maths/voxmaths.hpp"
#include "objects/Players.hpp"
#include "physics/Hitbox.hpp"
#include "util/stringutil.hpp"
#include "voxels/Chunks.hpp"
#include "window/Camera.hpp"
#include "window/Events.hpp"
@@ -42,16 +45,25 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
menu->reset();
controller = std::make_unique<LevelController>(engine, std::move(levelPtr));
auto player = level->players->get(0);
playerController = std::make_unique<PlayerController>(
settings,
level,
player,
controller->getBlocksController()
);
frontend = std::make_unique<LevelFrontend>(
controller->getPlayer(), controller.get(), assets
player, controller.get(), assets
);
worldRenderer = std::make_unique<WorldRenderer>(
engine, *frontend, controller->getPlayer()
engine, *frontend, player
);
hud = std::make_unique<Hud>(engine, *frontend, controller->getPlayer());
hud = std::make_unique<Hud>(engine, *frontend, player);
decorator = std::make_unique<Decorator>(
*engine, *controller, *worldRenderer, assets
*engine, *controller, *worldRenderer, assets, *player
);
keepAlive(settings.graphics.backlight.observe([=](bool) {
@@ -59,7 +71,7 @@ LevelScreen::LevelScreen(Engine* engine, std::unique_ptr<Level> levelPtr)
worldRenderer->clear();
}));
keepAlive(settings.camera.fov.observe([=](double value) {
controller->getPlayer()->fpCamera->setFov(glm::radians(value));
player->fpCamera->setFov(glm::radians(value));
}));
keepAlive(Events::getBinding(BIND_CHUNKS_RELOAD).onactived.add([=](){
controller->getLevel()->chunks->saveAndClear();
@@ -106,7 +118,7 @@ void LevelScreen::saveWorldPreview() {
try {
logger.info() << "saving world preview";
auto paths = engine->getPaths();
auto player = controller->getPlayer();
auto player = playerController->getPlayer();
auto& settings = engine->getSettings();
int previewSize = settings.ui.worldPreviewSize.get();
@@ -129,6 +141,7 @@ void LevelScreen::saveWorldPreview() {
}
void LevelScreen::updateHotkeys() {
auto player = playerController->getPlayer();
auto& settings = engine->getSettings();
if (Events::jpressed(keycode::O)) {
settings.graphics.frustumCulling.toggle();
@@ -137,7 +150,7 @@ void LevelScreen::updateHotkeys() {
hudVisible = !hudVisible;
}
if (Events::jpressed(keycode::F3)) {
controller->getPlayer()->debug = !controller->getPlayer()->debug;
player->debug = !player->debug;
}
}
@@ -151,7 +164,7 @@ void LevelScreen::update(float delta) {
updateHotkeys();
}
auto player = controller->getPlayer();
auto player = playerController->getPlayer();
auto camera = player->currentCamera;
bool paused = hud->isPause();
@@ -167,18 +180,36 @@ void LevelScreen::update(float delta) {
camera->dir,
glm::vec3(0, 1, 0)
);
auto level = controller->getLevel();
const auto& settings = engine->getSettings();
if (!hud->isPause()) {
controller->getLevel()->getWorld()->updateTimers(delta);
level->getWorld()->updateTimers(delta);
animator->update(delta);
}
controller->update(glm::min(delta, 0.2f), !inputLocked, hud->isPause());
glm::vec3 position = player->getPosition();
level->loadMatrix(
position.x,
position.z,
settings.chunks.loadDistance.get() + settings.chunks.padding.get() * 2
);
controller->getChunksController()->update(
settings.chunks.loadSpeed.get(), settings.chunks.loadDistance.get(),
floordiv(position.x, CHUNK_W), floordiv(position.z, CHUNK_D)
);
if (!hud->isPause()) {
playerController->update(delta, !inputLocked);
}
controller->update(glm::min(delta, 0.2f), hud->isPause());
playerController->postUpdate(delta, !inputLocked, hud->isPause());
hud->update(hudVisible);
decorator->update(delta, *camera);
}
void LevelScreen::draw(float delta) {
auto camera = controller->getPlayer()->currentCamera;
auto camera = playerController->getPlayer()->currentCamera;
Viewport viewport(Window::width, Window::height);
DrawContext ctx(nullptr, viewport, batch.get());