Refactor: added Screen interface class, LevelScreen

This commit is contained in:
MihailRis
2023-11-15 21:18:10 +03:00
parent 79aa754e66
commit fee25abb5e
11 changed files with 64 additions and 84 deletions
+38 -44
View File
@@ -2,6 +2,7 @@
#include <memory>
#include <iostream>
#include <assert.h>
#include <glm/glm.hpp>
#define GLEW_STATIC
@@ -24,11 +25,13 @@
#include "frontend/world_render.h"
#include "frontend/hud.h"
#include "frontend/gui/GUI.h"
#include "frontend/screens.h"
#include "util/platform.h"
#include "coders/json.h"
#include "coders/png.h"
#include "files/files.h"
#include "files/engine_files.h"
using std::shared_ptr;
using glm::vec3;
@@ -51,15 +54,17 @@ Engine::Engine(const EngineSettings& settings_) {
throw initialize_error("could not to initialize assets");
}
}
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0, 64, 0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
World* world = new World("world-1", "world/", 42, settings);
Player* player = new Player(playerPosition, 4.0f, camera);
level = world->loadLevel(player, settings);
Audio::initialize();
gui = new GUI();
std::cout << "-- initializing finished" << std::endl;
std::cout << "-- loading world" << std::endl;
vec3 playerPosition = vec3(0, 64, 0);
Camera* camera = new Camera(playerPosition, radians(90.0f));
World* world = new World("world-1", enginefs::get_worlds_folder()/"world", 42, settings);
Player* player = new Player(playerPosition, 4.0f, camera);
setScreen(new LevelScreen(this, world->loadLevel(player, settings)));
}
void Engine::updateTimers() {
@@ -70,54 +75,29 @@ void Engine::updateTimers() {
}
void Engine::updateHotkeys() {
if (Events::jpressed(keycode::O)) {
occlusion = !occlusion;
}
if (Events::jpressed(keycode::F2)) {
ImageData* image = Window::takeScreenshot();
image->flipY();
std::string filename = platform::get_screenshot_file("png");
std::string filename = enginefs::get_screenshot_file("png");
png::write_image(filename, image);
delete image;
std::cout << "saved screenshot as " << filename << std::endl;
}
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 Engine::mainloop() {
std::cout << "-- preparing systems" << std::endl;
Camera* camera = level->player->camera;
WorldRenderer worldRenderer(level, assets);
HudRenderer hud(gui, level, assets);
Batch2D batch(1024);
lastTime = Window::time();
while (!Window::isShouldClose()){
assert(screen != nullptr);
updateTimers();
updateHotkeys();
bool inputLocked = hud.isPause() || hud.isInventoryOpen() || gui->isFocusCaught();
level->updatePlayer(delta, !inputLocked, hud.isPause(), !inputLocked);
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
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);
}
screen->update(delta);
screen->draw(delta);
gui->act(delta);
gui->draw(&batch, assets);
@@ -127,18 +107,32 @@ void Engine::mainloop() {
}
Engine::~Engine() {
delete screen;
delete gui;
Audio::finalize();
World* world = level->world;
std::cout << "-- saving world" << std::endl;
world->write(level, !settings.debug.generatorTestMode);
delete level;
delete world;
std::cout << "-- shutting down" << std::endl;
delete assets;
Window::terminate();
std::cout << "-- engine finished" << std::endl;
}
GUI* Engine::getGUI() {
return gui;
}
EngineSettings& Engine::getSettings() {
return settings;
}
Assets* Engine::getAssets() {
return assets;
}
void Engine::setScreen(Screen* screen) {
if (this->screen != nullptr) {
delete this->screen;
}
this->screen = screen;
}