Merge branch 'main' of https://github.com/MihailRis/VoxelEngine-Cpp
This commit is contained in:
@@ -2,6 +2,7 @@
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#include <glm/ext.hpp>
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#include "../assets/Assets.h"
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#include "../graphics/Viewport.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Texture.h"
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@@ -11,10 +12,10 @@
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#include "../voxels/Block.h"
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#include "ContentGfxCache.h"
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BlocksPreview::BlocksPreview(Shader* shader,
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Atlas* atlas,
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const ContentGfxCache* cache)
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: shader(shader), atlas(atlas), cache(cache) {
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BlocksPreview::BlocksPreview(Assets* assets, const ContentGfxCache* cache)
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: shader(assets->getShader("ui3d")),
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atlas(assets->getAtlas("blocks")),
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cache(cache) {
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batch = std::make_unique<Batch3D>(1024);
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}
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@@ -37,9 +38,8 @@ void BlocksPreview::draw(const Block* def, int x, int y, int size, glm::vec4 tin
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uint width = viewport->getWidth();
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uint height = viewport->getHeight();
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y = height - y - 1;
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y = height - y - 1 - 35 /* magic garbage */;
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x += 2;
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y -= 35;
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glm::vec3 offset (x/float(width) * 2, y/float(height) * 2, 0.0f);
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shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
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@@ -5,6 +5,7 @@
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#include <glm/glm.hpp>
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#include <memory>
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class Assets;
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class Viewport;
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class Shader;
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class Atlas;
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@@ -19,11 +20,11 @@ class BlocksPreview {
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const ContentGfxCache* const cache;
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const Viewport* viewport;
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public:
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BlocksPreview(Shader* shader, Atlas* atlas, const ContentGfxCache* cache);
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BlocksPreview(Assets* assets, const ContentGfxCache* cache);
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~BlocksPreview();
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void begin(const Viewport* viewport);
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void draw(const Block* block, int x, int y, int size, glm::vec4 tint);
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};
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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#endif // FRONTEND_BLOCKS_PREVIEW_H_
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@@ -19,4 +19,4 @@ public:
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}
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};
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#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
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#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
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@@ -3,6 +3,7 @@
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#include <glm/glm.hpp>
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#include "BlocksPreview.h"
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#include "LevelFrontend.h"
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#include "../window/Events.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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@@ -15,44 +16,45 @@
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InventoryView::InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks)
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: player(player),
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assets(assets),
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indices(indices),
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cache(cache),
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LevelFrontend* frontend,
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std::vector<blockid_t> blocks)
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: indices(indices),
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blocks(blocks),
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invColumns(columns) {
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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frontend(frontend),
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columns(columns) {
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}
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InventoryView::~InventoryView() {
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}
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void InventoryView::setPosition(int x, int y) {
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this->invX = x;
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this->invY = y;
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position.x = x;
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position.y = y;
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}
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int InventoryView::getWidth() const {
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return invColumns * iconSize + (invColumns-1) * interval + padX * 2;
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return columns * iconSize + (columns-1) * interval + padding.x * 2;
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}
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int InventoryView::getHeight() const {
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uint inv_rows = ceildiv(blocks.size(), invColumns);
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return inv_rows * iconSize + (inv_rows-1) * interval + padY * 2;
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uint inv_rows = ceildiv(blocks.size(), columns);
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return inv_rows * iconSize + (inv_rows-1) * interval + padding.y * 2;
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}
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void InventoryView::setSlotConsumer(slotconsumer consumer) {
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this->consumer = consumer;
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}
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void InventoryView::actAndDraw(const GfxContext* ctx) {
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Assets* assets = frontend->getAssets();
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Shader* uiShader = assets->getShader("ui");
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auto viewport = ctx->getViewport();
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uint inv_w = getWidth();
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uint inv_h = getHeight();
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int xs = invX + padX;
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int ys = invY + padY;
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int xs = position.x + padding.x;
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int ys = position.y + padding.y;
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glm::vec4 tint (1.0f);
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int mx = Events::cursor.x;
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@@ -62,15 +64,17 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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auto batch = ctx->getBatch2D();
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batch->texture(nullptr);
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batch->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f);
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batch->rect(invX, invY, inv_w, inv_h);
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batch->rect(position.x, position.y, inv_w, inv_h);
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batch->render();
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// blocks & items
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if (Events::scroll) {
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inventoryScroll -= Events::scroll * (iconSize+interval);
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scroll -= Events::scroll * (iconSize+interval);
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}
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inventoryScroll = std::min(inventoryScroll, int(inv_h-viewport.getHeight()));
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inventoryScroll = std::max(inventoryScroll, 0);
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scroll = std::min(scroll, int(inv_h-viewport.getHeight()));
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scroll = std::max(scroll, 0);
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auto blocksPreview = frontend->getBlocksPreview();
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blocksPreview->begin(&ctx->getViewport());
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{
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Window::clearDepth();
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@@ -80,8 +84,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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uint index = 0;
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for (uint i = 0; i < blocks.size(); i++) {
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Block* cblock = indices->getBlockDef(blocks[i]);
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int x = xs + (iconSize+interval) * (index % invColumns);
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int y = ys + (iconSize+interval) * (index / invColumns) - inventoryScroll;
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int x = xs + (iconSize+interval) * (index % columns);
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int y = ys + (iconSize+interval) * (index / columns) - scroll;
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if (y < -int(iconSize+interval) || y >= int(viewport.getHeight())) {
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index++;
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continue;
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@@ -91,7 +95,9 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(mousecode::BUTTON_1)) {
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player->chosenBlock = blocks[i];
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if (consumer) {
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consumer(blocks[i]);
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}
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}
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} else {
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tint = glm::vec4(1.0f);
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@@ -2,44 +2,45 @@
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#define FRONTEND_INVENTORY_VIEW_H_
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#include <vector>
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#include <functional>
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#include <glm/glm.hpp>
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#include "../typedefs.h"
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class Player;
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class Assets;
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class GfxContext;
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class ContentIndices;
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class BlocksPreview;
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class ContentGfxCache;
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class LevelFrontend;
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typedef std::function<void(blockid_t)> slotconsumer;
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class InventoryView {
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Player* player;
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const Assets* assets;
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const ContentIndices* indices;
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const ContentGfxCache* const cache;
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std::vector<blockid_t> blocks;
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BlocksPreview* blocksPreview;
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slotconsumer consumer = nullptr;
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LevelFrontend* frontend;
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int inventoryScroll = 0;
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int invColumns;
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int scroll = 0;
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int columns;
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uint iconSize = 48;
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uint interval = 4;
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int padX = interval;
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int padY = interval;
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int invX = 0;
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int invY = 0;
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glm::ivec2 padding {interval, interval};
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glm::ivec2 position {0, 0};
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public:
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InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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LevelFrontend* frontend,
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std::vector<blockid_t> blocks);
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virtual ~InventoryView();
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virtual void actAndDraw(const GfxContext* ctx);
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void setPosition(int x, int y);
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void actAndDraw(const GfxContext* ctx);
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int getWidth() const;
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int getHeight() const;
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void setSlotConsumer(slotconsumer consumer);
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};
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#endif // FRONTEND_INVENTORY_VIEW_H_
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@@ -0,0 +1,33 @@
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#include "LevelFrontend.h"
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#include "../world/Level.h"
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#include "../assets/Assets.h"
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#include "BlocksPreview.h"
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#include "ContentGfxCache.h"
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LevelFrontend::LevelFrontend(Level* level, Assets* assets)
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: level(level),
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assets(assets),
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contentCache(std::make_unique<ContentGfxCache>(level->content, assets)),
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blocksPreview(std::make_unique<BlocksPreview>(assets, contentCache.get())) {
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}
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LevelFrontend::~LevelFrontend() {
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}
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Level* LevelFrontend::getLevel() const {
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return level;
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}
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Assets* LevelFrontend::getAssets() const {
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return assets;
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}
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BlocksPreview* LevelFrontend::getBlocksPreview() const {
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return blocksPreview.get();
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}
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ContentGfxCache* LevelFrontend::getContentGfxCache() const {
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return contentCache.get();
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}
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@@ -0,0 +1,27 @@
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#ifndef FRONTEND_LEVEL_FRONTEND_H_
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#define FRONTEND_LEVEL_FRONTEND_H_
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#include <memory>
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class Level;
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class Assets;
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class BlocksPreview;
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class ContentGfxCache;
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class LevelFrontend {
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Level* level;
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Assets* assets;
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std::unique_ptr<ContentGfxCache> contentCache;
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std::unique_ptr<BlocksPreview> blocksPreview;
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public:
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LevelFrontend(Level* level, Assets* assets);
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~LevelFrontend();
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Level* getLevel() const;
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Assets* getAssets() const;
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BlocksPreview* getBlocksPreview() const;
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ContentGfxCache* getContentGfxCache() const;
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};
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#endif // FRONTEND_LEVEL_FRONTEND_H_
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@@ -27,7 +27,7 @@
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#include "../maths/voxmaths.h"
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#include "../settings.h"
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#include "../engine.h"
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#include "ContentGfxCache.h"
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#include "LevelFrontend.h"
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#include "graphics/Skybox.h"
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using glm::vec3;
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@@ -36,14 +36,14 @@ using glm::mat4;
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using std::string;
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using std::shared_ptr;
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WorldRenderer::WorldRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend)
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: engine(engine),
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level(level),
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level(frontend->getLevel()),
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frustumCulling(new Frustum()),
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lineBatch(new LineBatch()),
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renderer( new ChunksRenderer(level, cache, engine->getSettings())) {
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renderer(new ChunksRenderer(level,
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frontend->getContentGfxCache(),
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engine->getSettings())) {
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auto& settings = engine->getSettings();
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level->events->listen(EVT_CHUNK_HIDDEN,
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@@ -21,7 +21,7 @@ class Texture;
|
||||
class Frustum;
|
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class Engine;
|
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class Chunks;
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class ContentGfxCache;
|
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class LevelFrontend;
|
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class Skybox;
|
||||
|
||||
class WorldRenderer {
|
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@@ -34,7 +34,7 @@ class WorldRenderer {
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bool drawChunk(size_t index, Camera* camera, Shader* shader, bool culling);
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void drawChunks(Chunks* chunks, Camera* camera, Shader* shader);
|
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public:
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||||
WorldRenderer(Engine* engine, Level* level, const ContentGfxCache* cache);
|
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WorldRenderer(Engine* engine, LevelFrontend* frontend);
|
||||
~WorldRenderer();
|
||||
|
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void draw(const GfxContext& context, Camera* camera);
|
||||
|
||||
+64
-68
@@ -39,98 +39,66 @@
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#include "WorldRenderer.h"
|
||||
#include "BlocksPreview.h"
|
||||
#include "InventoryView.h"
|
||||
#include "LevelFrontend.h"
|
||||
#include "../engine.h"
|
||||
#include "../core_defs.h"
|
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|
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using std::wstring;
|
||||
using std::shared_ptr;
|
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using glm::vec2;
|
||||
using glm::vec3;
|
||||
using glm::vec4;
|
||||
using namespace gui;
|
||||
|
||||
inline Label* create_label(gui::wstringsupplier supplier) {
|
||||
Label* label = new Label(L"-");
|
||||
inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
|
||||
auto label = std::make_shared<Label>(L"-");
|
||||
label->textSupplier(supplier);
|
||||
return label;
|
||||
}
|
||||
|
||||
HudRenderer::HudRenderer(Engine* engine,
|
||||
Level* level,
|
||||
const ContentGfxCache* cache)
|
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: level(level),
|
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assets(engine->getAssets()),
|
||||
gui(engine->getGUI()),
|
||||
cache(cache) {
|
||||
auto menu = gui->getMenu();
|
||||
blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
|
||||
assets->getAtlas("blocks"),
|
||||
cache);
|
||||
auto content = level->content;
|
||||
auto indices = content->indices;
|
||||
std::vector<blockid_t> blocks;
|
||||
for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
|
||||
const Block* def = indices->getBlockDef(id);
|
||||
if (def->hidden)
|
||||
continue;
|
||||
blocks.push_back(id);
|
||||
}
|
||||
contentAccess.reset(new InventoryView(
|
||||
8,
|
||||
level->player,
|
||||
assets,
|
||||
indices,
|
||||
cache,
|
||||
blocks));
|
||||
void HudRenderer::createDebugPanel(Engine* engine) {
|
||||
auto level = frontend->getLevel();
|
||||
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
|
||||
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
|
||||
debugPanel = shared_ptr<UINode>(panel);
|
||||
Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
|
||||
debugPanel = std::shared_ptr<UINode>(panel);
|
||||
panel->listenInterval(1.0f, [this]() {
|
||||
fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
|
||||
fpsMin = fps;
|
||||
fpsMax = fps;
|
||||
});
|
||||
panel->setCoord(vec2(10, 10));
|
||||
panel->add(shared_ptr<Label>(create_label([this](){
|
||||
return L"fps: "+this->fpsString;
|
||||
})));
|
||||
panel->add(shared_ptr<Label>(create_label([this](){
|
||||
panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
|
||||
panel->add(create_label([this](){
|
||||
return L"meshes: " + std::to_wstring(Mesh::meshesCount);
|
||||
})));
|
||||
panel->add(shared_ptr<Label>(create_label([=](){
|
||||
}));
|
||||
panel->add(create_label([=](){
|
||||
auto& settings = engine->getSettings();
|
||||
bool culling = settings.graphics.frustumCulling;
|
||||
return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
|
||||
})));
|
||||
panel->add(shared_ptr<Label>(create_label([this, level]() {
|
||||
return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
|
||||
return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
|
||||
}));
|
||||
panel->add(create_label([=]() {
|
||||
return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
|
||||
L" visible: "+std::to_wstring(level->chunks->visible);
|
||||
})));
|
||||
panel->add(shared_ptr<Label>(create_label([this](){
|
||||
auto player = this->level->player;
|
||||
auto indices = this->level->content->indices;
|
||||
}));
|
||||
panel->add(create_label([=](){
|
||||
auto player = level->player;
|
||||
auto indices = level->content->indices;
|
||||
auto def = indices->getBlockDef(player->selectedVoxel.id);
|
||||
std::wstringstream stream;
|
||||
stream << std::hex << this->level->player->selectedVoxel.states;
|
||||
stream << std::hex << level->player->selectedVoxel.states;
|
||||
if (def) {
|
||||
stream << L" (" << util::str2wstr_utf8(def->name) << L")";
|
||||
}
|
||||
return L"block: "+std::to_wstring(player->selectedVoxel.id)+
|
||||
L" "+stream.str();
|
||||
})));
|
||||
panel->add(shared_ptr<Label>(create_label([this](){
|
||||
return L"seed: "+std::to_wstring(this->level->world->seed);
|
||||
})));
|
||||
}));
|
||||
panel->add(create_label([=](){
|
||||
return L"seed: "+std::to_wstring(level->world->seed);
|
||||
}));
|
||||
|
||||
for (int ax = 0; ax < 3; ax++){
|
||||
Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
|
||||
sub->orientation(Orientation::horizontal);
|
||||
|
||||
wstring str = L"x: ";
|
||||
std::wstring str = L"x: ";
|
||||
str[0] += ax;
|
||||
Label* label = new Label(str);
|
||||
label->margin(vec4(2, 3, 2, 3));
|
||||
@@ -139,15 +107,15 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
|
||||
// Coord input
|
||||
TextBox* box = new TextBox(L"");
|
||||
box->textSupplier([this, ax]() {
|
||||
Hitbox* hitbox = this->level->player->hitbox;
|
||||
box->textSupplier([=]() {
|
||||
Hitbox* hitbox = level->player->hitbox;
|
||||
return std::to_wstring(hitbox->position[ax]);
|
||||
});
|
||||
box->textConsumer([this, ax](wstring text) {
|
||||
box->textConsumer([=](std::wstring text) {
|
||||
try {
|
||||
vec3 position = this->level->player->hitbox->position;
|
||||
vec3 position = level->player->hitbox->position;
|
||||
position[ax] = std::stoi(text);
|
||||
this->level->player->teleport(position);
|
||||
level->player->teleport(position);
|
||||
} catch (std::invalid_argument& _){
|
||||
}
|
||||
});
|
||||
@@ -155,15 +123,15 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
sub->add(box);
|
||||
panel->add(sub);
|
||||
}
|
||||
panel->add(shared_ptr<Label>(create_label([this](){
|
||||
panel->add(create_label([=](){
|
||||
int hour, minute, second;
|
||||
timeutil::from_value(this->level->world->daytime, hour, minute, second);
|
||||
timeutil::from_value(level->world->daytime, hour, minute, second);
|
||||
|
||||
std::wstring timeString =
|
||||
util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
|
||||
util::lfill(std::to_wstring(minute), 2, L'0');
|
||||
return L"time: "+timeString;
|
||||
})));
|
||||
}));
|
||||
{
|
||||
TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
|
||||
bar->supplier([=]() {
|
||||
@@ -203,6 +171,34 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
panel->add(checkpanel);
|
||||
}
|
||||
panel->refresh();
|
||||
}
|
||||
|
||||
HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
: assets(engine->getAssets()),
|
||||
gui(engine->getGUI()),
|
||||
frontend(frontend) {
|
||||
|
||||
auto level = frontend->getLevel();
|
||||
auto menu = gui->getMenu();
|
||||
auto content = level->content;
|
||||
auto indices = content->indices;
|
||||
std::vector<blockid_t> blocks;
|
||||
for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
|
||||
const Block* def = indices->getBlockDef(id);
|
||||
if (def->hidden)
|
||||
continue;
|
||||
blocks.push_back(id);
|
||||
}
|
||||
contentAccess.reset(new InventoryView(8, indices, frontend, blocks));
|
||||
contentAccess->setSlotConsumer([=](blockid_t id) {
|
||||
level->player->chosenBlock = id;
|
||||
});
|
||||
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
|
||||
createDebugPanel(engine);
|
||||
menu->reset();
|
||||
|
||||
gui->add(this->debugPanel);
|
||||
@@ -210,7 +206,6 @@ HudRenderer::HudRenderer(Engine* engine,
|
||||
|
||||
HudRenderer::~HudRenderer() {
|
||||
gui->remove(debugPanel);
|
||||
delete blocksPreview;
|
||||
delete uicamera;
|
||||
}
|
||||
|
||||
@@ -247,6 +242,7 @@ void HudRenderer::update() {
|
||||
}
|
||||
|
||||
void HudRenderer::draw(const GfxContext& ctx){
|
||||
auto level = frontend->getLevel();
|
||||
const Content* content = level->content;
|
||||
const ContentIndices* contentIds = content->indices;
|
||||
|
||||
@@ -274,14 +270,14 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
|
||||
}
|
||||
|
||||
Player* player = level->player;
|
||||
|
||||
|
||||
batch->color = vec4(0.0f, 0.0f, 0.0f, 0.75f);
|
||||
batch->rect(width - 68, height - 68, 68, 68);
|
||||
batch->color = vec4(1.0f);
|
||||
batch->render();
|
||||
|
||||
auto blocksPreview = frontend->getBlocksPreview();
|
||||
blocksPreview->begin(&ctx.getViewport());
|
||||
{
|
||||
Window::clearDepth();
|
||||
|
||||
+5
-8
@@ -15,9 +15,8 @@ class Assets;
|
||||
class Player;
|
||||
class Level;
|
||||
class Engine;
|
||||
class ContentGfxCache;
|
||||
class BlocksPreview;
|
||||
class InventoryView;
|
||||
class LevelFrontend;
|
||||
|
||||
namespace gui {
|
||||
class GUI;
|
||||
@@ -25,10 +24,8 @@ namespace gui {
|
||||
}
|
||||
|
||||
class HudRenderer {
|
||||
Level* level;
|
||||
Assets* assets;
|
||||
Camera* uicamera;
|
||||
BlocksPreview* blocksPreview;
|
||||
|
||||
int fps = 60;
|
||||
int fpsMin = 60;
|
||||
@@ -40,11 +37,11 @@ class HudRenderer {
|
||||
std::unique_ptr<InventoryView> contentAccess;
|
||||
std::shared_ptr<gui::UINode> debugPanel;
|
||||
gui::GUI* gui;
|
||||
const ContentGfxCache* const cache;
|
||||
LevelFrontend* frontend;
|
||||
|
||||
void createDebugPanel(Engine* engine);
|
||||
public:
|
||||
HudRenderer(Engine* engine,
|
||||
Level* level,
|
||||
const ContentGfxCache* cache);
|
||||
HudRenderer(Engine* engine, LevelFrontend* frontend);
|
||||
~HudRenderer();
|
||||
|
||||
void update();
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
#include "WorldRenderer.h"
|
||||
#include "hud.h"
|
||||
#include "ContentGfxCache.h"
|
||||
#include "LevelFrontend.h"
|
||||
#include "gui/GUI.h"
|
||||
#include "gui/panels.h"
|
||||
#include "menu.h"
|
||||
@@ -47,13 +48,12 @@ MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
|
||||
menu->reset();
|
||||
menu->set("main");
|
||||
|
||||
uicamera = new Camera(glm::vec3(), Window::height);
|
||||
uicamera.reset(new Camera(glm::vec3(), Window::height));
|
||||
uicamera->perspective = false;
|
||||
uicamera->flipped = true;
|
||||
}
|
||||
|
||||
MenuScreen::~MenuScreen() {
|
||||
delete uicamera;
|
||||
}
|
||||
|
||||
void MenuScreen::update(float delta) {
|
||||
@@ -84,26 +84,20 @@ static bool backlight;
|
||||
|
||||
LevelScreen::LevelScreen(Engine* engine, Level* level)
|
||||
: Screen(engine),
|
||||
level(level) {
|
||||
level(level),
|
||||
frontend(std::make_unique<LevelFrontend>(level, engine->getAssets())),
|
||||
hud(std::make_unique<HudRenderer>(engine, frontend.get())),
|
||||
worldRenderer(std::make_unique<WorldRenderer>(engine, frontend.get())),
|
||||
controller(std::make_unique<LevelController>(engine->getSettings(), level)) {
|
||||
|
||||
auto& settings = engine->getSettings();
|
||||
controller = new LevelController(settings, level);
|
||||
cache = new ContentGfxCache(level->content, engine->getAssets());
|
||||
worldRenderer = new WorldRenderer(engine, level, cache);
|
||||
hud = new HudRenderer(engine, level, cache);
|
||||
backlight = settings.graphics.backlight;
|
||||
}
|
||||
|
||||
LevelScreen::~LevelScreen() {
|
||||
delete controller;
|
||||
delete hud;
|
||||
delete worldRenderer;
|
||||
delete cache;
|
||||
|
||||
std::cout << "-- writing world" << std::endl;
|
||||
World* world = level->world;
|
||||
world->write(level);
|
||||
|
||||
delete level;
|
||||
world->write(level.get());
|
||||
delete world;
|
||||
}
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ class HudRenderer;
|
||||
class Engine;
|
||||
class Camera;
|
||||
class Batch2D;
|
||||
class ContentGfxCache;
|
||||
class LevelFrontend;
|
||||
class LevelController;
|
||||
|
||||
/* Screen is a mainloop state */
|
||||
@@ -27,7 +27,7 @@ public:
|
||||
};
|
||||
|
||||
class MenuScreen : public Screen {
|
||||
Camera* uicamera;
|
||||
std::unique_ptr<Camera> uicamera;
|
||||
public:
|
||||
MenuScreen(Engine* engine);
|
||||
~MenuScreen();
|
||||
@@ -37,11 +37,11 @@ public:
|
||||
};
|
||||
|
||||
class LevelScreen : public Screen {
|
||||
Level* level;
|
||||
LevelController* controller;
|
||||
WorldRenderer* worldRenderer;
|
||||
HudRenderer* hud;
|
||||
ContentGfxCache* cache;
|
||||
std::unique_ptr<Level> level;
|
||||
std::unique_ptr<LevelFrontend> frontend;
|
||||
std::unique_ptr<HudRenderer> hud;
|
||||
std::unique_ptr<WorldRenderer> worldRenderer;
|
||||
std::unique_ptr<LevelController> controller;
|
||||
|
||||
bool hudVisible = true;
|
||||
void updateHotkeys();
|
||||
@@ -53,4 +53,4 @@ public:
|
||||
void draw(float delta) override;
|
||||
};
|
||||
|
||||
#endif // FRONTEND_SCREENS_H_
|
||||
#endif // FRONTEND_SCREENS_H_
|
||||
|
||||
Reference in New Issue
Block a user