Refactor: added Screen interface class, LevelScreen
This commit is contained in:
+38
-44
@@ -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;
|
||||
}
|
||||
Reference in New Issue
Block a user