OpenMiner/client/source/states/GameState.cpp
2019-04-08 19:39:34 +02:00

139 lines
3.7 KiB
C++

/*
* =====================================================================================
*
* Filename: GameState.cpp
*
* Description:
*
* Created: 15/12/2014 03:51:55
*
* Author: Quentin Bazin, <quent42340@gmail.com>
*
* =====================================================================================
*/
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include <gk/core/input/GamePad.hpp>
#include <gk/core/ApplicationStateStack.hpp>
#include <gk/core/GameClock.hpp>
#include <gk/core/Exception.hpp>
#include <gk/core/Mouse.hpp>
#include <gk/gl/OpenGL.hpp>
#include "GameKey.hpp"
#include "GameState.hpp"
#include "InventoryState.hpp"
#include "LuaGUIState.hpp"
#include "PauseMenuState.hpp"
#include "PlayerInventoryWidget.hpp"
#include "Registry.hpp"
GameState::GameState(const std::string &host, int port) {
// Set clear color to skyblue
glClearColor(0.196078, 0.6, 0.8, 1.0);
m_camera.setAspectRatio((float)SCREEN_WIDTH / SCREEN_HEIGHT);
initShaders();
gk::Mouse::setCursorVisible(false);
gk::Mouse::setCursorGrabbed(true);
// m_playerBoxes.emplace(0, PlayerBox{});
// m_playerBoxes.at(0).setPosition(0, 22, 35);
m_client.connect(host, port);
m_clientCommandHandler.setupCallbacks();
m_world.setClient(m_clientCommandHandler);
m_player.setClientID(m_client.id());
}
void GameState::onEvent(const SDL_Event &event) {
if (event.type == SDL_MOUSEMOTION) {
if(SCREEN_WIDTH / 2 != event.motion.x || SCREEN_HEIGHT / 2 != event.motion.y) {
m_player.turnH(event.motion.xrel * 0.06);
m_player.turnV(-event.motion.yrel * 0.06);
gk::Mouse::resetToWindowCenter();
}
}
else if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE && &m_stateStack->top() == this) {
m_stateStack->push<PauseMenuState>(this);
}
else if (event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_FOCUS_LOST) {
// FIXME
// m_stateStack->push<PauseMenuState>(this);
gk::Mouse::setCursorGrabbed(false);
gk::Mouse::setCursorVisible(true);
}
else if (event.window.event == SDL_WINDOWEVENT_FOCUS_GAINED) {
gk::Mouse::setCursorGrabbed(true);
gk::Mouse::setCursorVisible(false);
}
}
if (m_clientCommandHandler.isRegistryInitialized())
m_hud.onEvent(event);
}
void GameState::update() {
m_world.update();
if (m_clientCommandHandler.isRegistryInitialized()) {
if (&m_stateStack->top() == this) {
m_player.processInputs();
if (gk::GamePad::isKeyPressedOnce(GameKey::Inventory)) {
auto &inventoryState = m_stateStack->push<InventoryState>(this);
inventoryState.setupWidget<PlayerInventoryWidget>(m_clientCommandHandler, m_player.inventory());
}
}
m_player.updatePosition(m_world);
m_hud.update();
}
if (gk::GameClock::getTicks() % 1000 < 10) {
m_clientCommandHandler.sendPlayerPosUpdate();
}
m_client.update();
}
void GameState::initShaders() {
m_shader.createProgram();
m_shader.addShader(GL_VERTEX_SHADER, "resources/shaders/game.v.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/color.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/light.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/fog.f.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "resources/shaders/game.f.glsl");
m_shader.linkProgram();
}
void GameState::draw(gk::RenderTarget &target, gk::RenderStates states) const {
gk::Shader::bind(&m_shader);
m_shader.setUniform("u_time", gk::GameClock::getTicks());
gk::Shader::bind(nullptr);
states.shader = &m_shader;
target.setView(m_camera);
target.draw(m_world, states);
for (auto &it : m_playerBoxes)
target.draw(it.second, states);
if (m_clientCommandHandler.isRegistryInitialized())
target.draw(m_hud, states);
}