/* * ===================================================================================== * * OpenMiner * * Copyright (C) 2018-2020 Unarelith, Quentin Bazin * Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md) * * This file is part of OpenMiner. * * OpenMiner is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * OpenMiner is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with OpenMiner; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * ===================================================================================== */ #include #include #include #include #include #include #include #include #include #include "ChatState.hpp" #include "Events.hpp" #include "GameKey.hpp" #include "GameState.hpp" #include "KeyboardHandler.hpp" #include "LuaGUIState.hpp" #include "PauseMenuState.hpp" #include "Registry.hpp" #include "TextureAtlas.hpp" GameState::GameState() : m_textureAtlas(gk::ResourceHandler::getInstance().get("atlas-blocks")) { Registry::setInstance(m_registry); initShaders(); m_clientCommandHandler.setupCallbacks(); m_camera.setAspectRatio((float)Config::screenWidth / Config::screenHeight); m_world.setClient(m_clientCommandHandler); m_world.setCamera(m_player.camera()); } void GameState::init() { m_eventHandler->addListener(&GameState::onGuiScaleChanged, this); } void GameState::connect(const std::string &host, int port) { m_client.connect(host, port); m_player.setClientID(m_client.id()); gk::Mouse::setCursorVisible(false); gk::Mouse::setCursorGrabbed(true); } void GameState::onEvent(const sf::Event &event) { if (event.type == sf::Event::Closed) { m_client.disconnect(); m_stateStack->clear(); } if (!m_stateStack->empty() && &m_stateStack->top() == this) { KeyboardHandler *keyboardHandler = (KeyboardHandler *)gk::GamePad::getInputHandler(); #ifdef __APPLE__ if (event.type == sf::Event::MouseMoved) { gk::Mouse::update(event); const auto &delta = gk::Mouse::getDelta(); m_player.turnH(delta.x * -0.01 * Config::mouseSensitivity); m_player.turnViewV(delta.y * -0.01 * Config::mouseSensitivity); } #else if (event.type == sf::Event::MouseMovedRaw) { m_player.turnH(event.mouseMoveRaw.deltaX * -0.01 * Config::mouseSensitivity); m_player.turnViewV(event.mouseMoveRaw.deltaY * -0.01 * Config::mouseSensitivity); gk::Mouse::resetToWindowCenter(); } #endif else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape) { m_stateStack->push(m_client, this); } else if (event.type == sf::Event::KeyPressed && (event.key.code == keyboardHandler->getKeycode(GameKey::Chat) || event.key.code == keyboardHandler->getKeycode(GameKey::Command))) { m_stateStack->push(m_clientCommandHandler, m_hud.chat(), event.key.code == keyboardHandler->getKeycode(GameKey::Command), this); } else if (event.type == sf::Event::LostFocus) { m_stateStack->push(m_client, this); gk::Mouse::setCursorGrabbed(false); gk::Mouse::setCursorVisible(true); } else if (event.type == sf::Event::GainedFocus) { gk::Mouse::setCursorGrabbed(true); gk::Mouse::setCursorVisible(false); } else if (event.type == sf::Event::KeyPressed) { for (auto &key : m_registry.keys()) { if (event.key.code == key.defaultKeyCode()) { m_clientCommandHandler.sendKeyPressed(key.id()); } } } m_hud.onEvent(event); } if (event.type == sf::Event::Resized) { Config::screenWidth = event.size.width; Config::screenHeight = event.size.height; m_camera.setAspectRatio((float)Config::screenWidth / Config::screenHeight); m_hud.setup(); } } void GameState::update() { m_world.checkPlayerChunk(m_player.x(), m_player.y(), m_player.z()); m_world.update(); if (m_camera.getFieldOfView() != Config::cameraFOV) m_camera.setFieldOfView(Config::cameraFOV); if (!m_stateStack->empty() && &m_stateStack->top() == this) { m_player.processInputs(); } m_player.updatePosition(m_world); m_hud.update(); if (gk::GameClock::getInstance().getTicks() % 100 < 10) { m_clientCommandHandler.sendPlayerPosUpdate(); m_clientCommandHandler.sendPlayerRotUpdate(); } 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/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::onGuiScaleChanged(const GuiScaleChangedEvent &event) { m_hud.onGuiScaleChanged(event); } void GameState::draw(gk::RenderTarget &target, gk::RenderStates states) const { // FIXME: This uniform is not used anymore since water/leaves effects are disabled // gk::Shader::bind(&m_shader); // m_shader.setUniform("u_time", gk::GameClock::getInstance().getTicks()); // gk::Shader::bind(nullptr); states.shader = &m_shader; target.setView(m_camera); target.draw(m_world, states); for (auto &it : m_playerBoxes) if (it.second.dimension() == m_player.dimension()) target.draw(it.second, states); target.draw(m_hud, states); }