mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-04 18:41:51 +00:00
83 lines
No EOL
2.3 KiB
C++
83 lines
No EOL
2.3 KiB
C++
#include "screens.h"
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#include <iostream>
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#include <memory>
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#include "../window/Camera.h"
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#include "../window/Events.h"
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#include "../window/input.h"
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#include "../assets/Assets.h"
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#include "../world/Level.h"
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#include "../world/World.h"
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#include "../objects/Player.h"
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#include "../voxels/ChunksController.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunk.h"
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#include "world_render.h"
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#include "hud.h"
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#include "gui/GUI.h"
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#include "../engine.h"
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using std::shared_ptr;
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LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
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worldRenderer = new WorldRenderer(level, engine->getAssets());
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hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
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}
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LevelScreen::~LevelScreen() {
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delete hud;
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delete worldRenderer;
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World* world = level->world;
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std::cout << "-- saving world" << std::endl;
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world->write(level, !engine->getSettings().debug.generatorTestMode);
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delete world;
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delete level;
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}
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void LevelScreen::updateHotkeys() {
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if (Events::jpressed(keycode::O)) {
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occlusion = !occlusion;
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}
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if (Events::jpressed(keycode::F3)) {
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level->player->debug = !level->player->debug;
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}
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if (Events::jpressed(keycode::F5)) {
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for (uint i = 0; i < level->chunks->volume; i++) {
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shared_ptr<Chunk> chunk = level->chunks->chunks[i];
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if (chunk != nullptr && chunk->isReady()) {
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chunk->setModified(true);
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}
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}
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}
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}
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void LevelScreen::update(float delta) {
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gui::GUI* gui = engine->getGUI();
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EngineSettings& settings = engine->getSettings();
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bool inputLocked = hud->isPause() || hud->isInventoryOpen() || gui->isFocusCaught();
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if (!inputLocked) {
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updateHotkeys();
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}
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level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
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level->update();
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level->chunksController->update(settings.chunks.loadSpeed);
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}
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void LevelScreen::draw(float delta) {
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EngineSettings& settings = engine->getSettings();
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Camera* camera = level->player->camera;
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float fovFactor = 18.0f / (float)settings.chunks.loadDistance;
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worldRenderer->draw(camera, occlusion, fovFactor, settings.graphics.fogCurve);
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hud->draw();
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if (level->player->debug) {
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hud->drawDebug( 1 / delta, occlusion);
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}
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} |