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author | Elisey Puzko <puzko.e02@gmail.com> | 2018-02-18 12:18:48 +0100 |
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committer | Elisey Puzko <puzko.e02@gmail.com> | 2018-02-18 12:18:48 +0100 |
commit | a33df10e04b26bcc81e1910d2b3bacb0b0e0dcb4 (patch) | |
tree | 3228933773c255b69aa670fcca765dcec18cbec6 /src/Render.cpp | |
parent | Small changes to conform Google C++ styleguide (diff) | |
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Diffstat (limited to 'src/Render.cpp')
-rw-r--r-- | src/Render.cpp | 233 |
1 files changed, 148 insertions, 85 deletions
diff --git a/src/Render.cpp b/src/Render.cpp index 534782e..d126326 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -13,7 +13,9 @@ #include "GameState.hpp" #include "RendererWorld.hpp" -Render::Render(unsigned int windowWidth, unsigned int windowHeight, std::string windowTitle) : timer(std::chrono::milliseconds(16)) { +Render::Render(unsigned int windowWidth, unsigned int windowHeight, + std::string windowTitle) + : timer(std::chrono::milliseconds(16)) { InitEvents(); InitSdl(windowWidth, windowHeight, windowTitle); @@ -44,7 +46,10 @@ void Render::InitSdl(unsigned int WinWidth, unsigned int WinHeight, std::string SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); - window = SDL_CreateWindow(WinTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, WinWidth, WinHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + window = SDL_CreateWindow( + WinTitle.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + WinWidth, WinHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + if (!window) throw std::runtime_error("Window creation failed: " + std::string(SDL_GetError())); @@ -141,94 +146,121 @@ void Render::HandleEvents() { ImGui_ImplSdlGL3_ProcessEvent(&event); switch (event.type) { - case SDL_QUIT: - LOG(INFO) << "Received close event by window closing"; - PUSH_EVENT("Exit",0); - break; - case SDL_WINDOWEVENT: { - switch (event.window.event) { - case SDL_WINDOWEVENT_RESIZED: { - int width, height; - SDL_GL_GetDrawableSize(window, &width, &height); - glViewport(0, 0, width, height); - renderState.WindowWidth = width; - renderState.WindowHeight = height; - break; - } - case SDL_WINDOWEVENT_FOCUS_GAINED: - HasFocus = true; - break; - case SDL_WINDOWEVENT_FOCUS_LOST: - HasFocus = false; - if (GlobalState::GetState() == State::Inventory || GlobalState::GetState() == State::Playing || GlobalState::GetState() == State::Chat) - GlobalState::SetState(State::Paused); + case SDL_QUIT: { + LOG(INFO) << "Received close event by window closing"; + PUSH_EVENT("Exit",0); break; } - break; - } - case SDL_KEYDOWN: - switch (event.key.keysym.scancode) { - case SDL_SCANCODE_ESCAPE: - switch (GlobalState::GetState()) { - case State::Playing: - GlobalState::SetState(State::Paused); - break; - case State::Inventory: - GlobalState::SetState(State::Paused); - break; - case State::Paused: - GlobalState::SetState(State::Playing); - break; - case State::MainMenu: - LOG(INFO) << "Received close event by esc"; - PUSH_EVENT("Exit",0); - break; - } - break; - case SDL_SCANCODE_E: - switch (GlobalState::GetState()) { - case State::Playing: - GlobalState::SetState(State::Inventory); - break; - case State::Inventory: - GlobalState::SetState(State::Playing); - break; + + case SDL_WINDOWEVENT: { + switch (event.window.event) { + case SDL_WINDOWEVENT_RESIZED: { + int width, height; + SDL_GL_GetDrawableSize(window, &width, &height); + glViewport(0, 0, width, height); + renderState.WindowWidth = width; + renderState.WindowHeight = height; + break; + } + + case SDL_WINDOWEVENT_FOCUS_GAINED: + HasFocus = true; + break; + + case SDL_WINDOWEVENT_FOCUS_LOST: { + HasFocus = false; + auto state = GlobalState::GetState(); + if (state == State::Inventory || + state == State::Playing || + state == State::Chat) { + GlobalState::SetState(State::Paused); + } + break; + } + } break; - case SDL_SCANCODE_T: - if (!ImGui::GetIO().WantCaptureKeyboard) - switch (GlobalState::GetState()) { - case State::Playing: - GlobalState::SetState(State::Chat); - SetMouseCapture(false); + } + + case SDL_KEYDOWN: { + switch (event.key.keysym.scancode) { + case SDL_SCANCODE_ESCAPE: { + auto state = GlobalState::GetState(); + if (state == State::Playing || + state == State::Inventory) { + GlobalState::SetState(State::Paused); + } else if (state == State::Paused || + state == State::Chat) { + GlobalState::SetState(State::Playing); + } else if (state == State::MainMenu) { + LOG(INFO) << "Received close event by esc"; + PUSH_EVENT("Exit", 0); + } + break; - case State::Chat: - GlobalState::SetState(State::Playing); - SetMouseCapture(true); + } + + case SDL_SCANCODE_E: { + auto state = GlobalState::GetState(); + if (state == State::Playing) { + GlobalState::SetState(State::Inventory); + } else if (state == State::Inventory) { + GlobalState::SetState(State::Playing); + } + break; } + + case SDL_SCANCODE_T: { + if (!ImGui::GetIO().WantCaptureKeyboard) { + auto state = GlobalState::GetState(); + if (state == State::Playing) { + GlobalState::SetState(State::Chat); + SetMouseCapture(false); + } else if (state == State::Chat) { + GlobalState::SetState(State::Playing); + SetMouseCapture(true); + } + } + + break; + } + + default: + break; + } + break; } - break; - case SDL_MOUSEMOTION: - if (isMouseCaptured) { - double deltaX = event.motion.xrel; - double deltaY = event.motion.yrel; - deltaX *= sensetivity; - deltaY *= sensetivity * -1; - PUSH_EVENT("MouseMove", std::make_tuple(deltaX, deltaY)); - } + + case SDL_MOUSEMOTION: { + if (isMouseCaptured) { + double deltaX = event.motion.xrel; + double deltaY = event.motion.yrel; + deltaX *= sensetivity; + deltaY *= sensetivity * -1; + PUSH_EVENT("MouseMove", std::make_tuple(deltaX, deltaY)); + } + break; - case SDL_MOUSEBUTTONDOWN: + } + + case SDL_MOUSEBUTTONDOWN: { if (event.button.button == SDL_BUTTON_LEFT && !ImGui::GetIO().WantCaptureMouse) - PUSH_EVENT("LmbPressed",0); + PUSH_EVENT("LmbPressed", 0); + break; - case SDL_MOUSEBUTTONUP: + } + + case SDL_MOUSEBUTTONUP: { if (event.button.button == SDL_BUTTON_LEFT && !ImGui::GetIO().WantCaptureMouse) - PUSH_EVENT("LmbReleased",0); + PUSH_EVENT("LmbReleased", 0); + + break; + } + + default: break; - default: - break; } } } @@ -272,7 +304,12 @@ void Render::RenderGui() { auto& io = ImGui::GetIO(); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); } - const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings; + + const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | + ImGuiWindowFlags_NoResize | + ImGuiWindowFlags_NoMove | + ImGuiWindowFlags_AlwaysAutoResize| + ImGuiWindowFlags_NoSavedSettings; //ImGui::ShowTestWindow(); @@ -285,13 +322,38 @@ void Render::RenderGui() { float gameTime = DebugInfo::gameThreadTime / 100.0f; if (world) { ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f / gameTime, gameTime); - ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections); - ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer); - ImGui::Text("Culled sections: %d", (int)DebugInfo::renderSections - world->culledSections); - ImGui::Text("Player pos: %.1f %.1f %.1f OnGround=%d", world->GameStatePtr()->player->pos.x, world->GameStatePtr()->player->pos.y, world->GameStatePtr()->player->pos.z, world->GameStatePtr()->player->onGround); - ImGui::Text("Player vel: %.1f %.1f %.1f", world->GameStatePtr()->player->vel.x, world->GameStatePtr()->player->vel.y, world->GameStatePtr()->player->vel.z); - ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f); - ImGui::Text("Selected block: %d %d %d : %.1f",world->GameStatePtr()->selectedBlock.x,world->GameStatePtr()->selectedBlock.y,world->GameStatePtr()->selectedBlock.z,world->GameStatePtr()->distanceToSelectedBlock); + ImGui::Text("Sections loaded: %d", (int) DebugInfo::totalSections); + ImGui::Text( + "SectionsRenderer: %d (%d)", + (int) DebugInfo::renderSections,(int) DebugInfo::readyRenderer); + + ImGui::Text( + "Culled sections: %d", + (int) DebugInfo::renderSections - world->culledSections); + + ImGui::Text( + "Player pos: %.1f %.1f %.1f OnGround=%d", + world->GameStatePtr()->player->pos.x, + world->GameStatePtr()->player->pos.y, + world->GameStatePtr()->player->pos.z, + world->GameStatePtr()->player->onGround); + + ImGui::Text( + "Player vel: %.1f %.1f %.1f", + world->GameStatePtr()->player->vel.x, + world->GameStatePtr()->player->vel.y, + world->GameStatePtr()->player->vel.z); + + ImGui::Text( + "Player health: %.1f/%.1f", + world->GameStatePtr()->g_PlayerHealth, 20.0f); + + ImGui::Text( + "Selected block: %d %d %d : %.1f", + world->GameStatePtr()->selectedBlock.x, + world->GameStatePtr()->selectedBlock.y, + world->GameStatePtr()->selectedBlock.z, + world->GameStatePtr()->distanceToSelectedBlock); } ImGui::End(); @@ -304,7 +366,8 @@ void Render::RenderGui() { static int port = 25565; static char buffName[512] = "HelloOne"; if (ImGui::Button("Connect")) { - PUSH_EVENT("ConnectToServer", std::make_tuple(std::string(buff), (unsigned short)port, std::string(buffName))); + PUSH_EVENT("ConnectToServer", std::make_tuple(std::string(buff), + (unsigned short) port, std::string(buffName))); } ImGui::InputText("Username", buffName, 512); ImGui::InputText("Address", buff, 512); |