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