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-rw-r--r--src/Render.cpp600
1 files changed, 337 insertions, 263 deletions
diff --git a/src/Render.cpp b/src/Render.cpp
index 534782e..b5d24b6 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);
@@ -34,7 +36,7 @@ Render::~Render() {
}
void Render::InitSdl(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle) {
- LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
+ LOG(INFO) << "Creating window: " << WinWidth << "x" << WinHeight << " \"" << WinTitle << "\"";
if (SDL_Init(SDL_INIT_VIDEO) < 0)
throw std::runtime_error("SDL initalization failed: " + std::string(SDL_GetError()));
@@ -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()));
@@ -52,7 +57,7 @@ void Render::InitSdl(unsigned int WinWidth, unsigned int WinHeight, std::string
if (!glContext)
throw std::runtime_error("OpenGl context creation failed: " + std::string(SDL_GetError()));
- SetMouseCapture(false);
+ SetMouseCapture(false);
renderState.WindowWidth = WinWidth;
renderState.WindowHeight = WinHeight;
@@ -60,34 +65,34 @@ void Render::InitSdl(unsigned int WinWidth, unsigned int WinHeight, std::string
}
void Render::InitGlew() {
- LOG(INFO) << "Initializing GLEW";
- glewExperimental = GL_TRUE;
- GLenum glewStatus = glewInit();
- glCheckError();
- if (glewStatus != GLEW_OK) {
- LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
- }
+ LOG(INFO) << "Initializing GLEW";
+ glewExperimental = GL_TRUE;
+ GLenum glewStatus = glewInit();
+ glCheckError();
+ if (glewStatus != GLEW_OK) {
+ LOG(FATAL) << "Failed to initialize GLEW: " << glewGetErrorString(glewStatus);
+ }
int width, height;
SDL_GL_GetDrawableSize(window, &width, &height);
glViewport(0, 0, width, height);
glClearColor(0.8,0.8,0.8, 1.0f);
- glEnable(GL_DEPTH_TEST);
+ glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glFrontFace(GL_CCW);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glCheckError();
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glCheckError();
if (glActiveTexture == nullptr) {
throw std::runtime_error("GLEW initialization failed with unknown reason");
}
}
void Render::PrepareToRendering() {
- //TextureAtlas texture
- glActiveTexture(GL_TEXTURE0);
+ //TextureAtlas texture
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, AssetManager::Instance().GetTextureAtlas());
AssetManager::Instance().GetTextureAtlasIndexes();
@@ -103,13 +108,13 @@ void Render::UpdateKeyboard() {
for (auto key : toUpdate) {
bool isPressed = kbState[key];
if (!isKeyPressed[key] && isPressed) {
- PUSH_EVENT("KeyPressed", key);
+ PUSH_EVENT("KeyPressed", key);
}
if (isKeyPressed[key] && isPressed) {
//KeyHeld
}
if (isKeyPressed[key] && !isPressed) {
- PUSH_EVENT("KeyReleased", key);
+ PUSH_EVENT("KeyReleased", key);
}
isKeyPressed[key] = isPressed;
}
@@ -141,94 +146,127 @@ 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) {
+ GlobalState::SetState(State::Paused);
+ } else if (state == State::Paused ||
+ state == State::Inventory ||
+ 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_SLASH:
+ case SDL_SCANCODE_T: {
+ if (!ImGui::GetIO().WantCaptureKeyboard) {
+ auto state = GlobalState::GetState();
+ if (state == State::Playing) {
+ GlobalState::SetState(State::Chat);
+ } else if (state == State::Chat) {
+ GlobalState::SetState(State::Playing);
+ }
+ }
+
+ 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: {
+ if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) {
+ if (event.button.button == SDL_BUTTON_LEFT)
+ PUSH_EVENT("LmbPressed", 0);
+ else if (event.button.button == SDL_BUTTON_RIGHT)
+ PUSH_EVENT("RmbPressed", 0);
+ }
+
break;
- case SDL_MOUSEBUTTONDOWN:
- if (event.button.button == SDL_BUTTON_LEFT && !ImGui::GetIO().WantCaptureMouse)
- PUSH_EVENT("LmbPressed",0);
+ }
+
+ case SDL_MOUSEBUTTONUP: {
+ if (isMouseCaptured && !ImGui::GetIO().WantCaptureMouse) {
+ if (event.button.button == SDL_BUTTON_LEFT)
+ PUSH_EVENT("LmbReleased", 0);
+ else if (event.button.button == SDL_BUTTON_RIGHT)
+ PUSH_EVENT("RmbReleased", 0);
+ }
break;
- case SDL_MOUSEBUTTONUP:
- if (event.button.button == SDL_BUTTON_LEFT && !ImGui::GetIO().WantCaptureMouse)
- PUSH_EVENT("LmbReleased",0);
+ }
+
+ default:
break;
- default:
- break;
}
}
}
@@ -254,7 +292,6 @@ void Render::SetMouseCapture(bool IsCaptured) {
}
void Render::Update() {
-
HandleEvents();
if (HasFocus && GlobalState::GetState() == State::Playing) UpdateKeyboard();
if (isMouseCaptured) HandleMouseCapture();
@@ -272,7 +309,12 @@ 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();
@@ -285,203 +327,235 @@ 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();
switch (GlobalState::GetState()) {
- case State::MainMenu: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Menu", 0, windowFlags);
- static char buff[512] = "127.0.0.1";
- 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)));
- }
- ImGui::InputText("Username", buffName, 512);
- ImGui::InputText("Address", buff, 512);
- ImGui::InputInt("Port", &port);
- ImGui::Separator();
- if (ImGui::Button("Exit"))
- PUSH_EVENT("Exit",0);
- ImGui::End();
- break;
- }
- case State::Loading:
- break;
- case State::Chat: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Chat", 0, windowFlags);
- for (const auto& msg : chatMessages) {
- ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1));
- ImGui::TextWrapped("%s", msg.c_str());
- ImGui::PopStyleColor();
- }
- static char buff[256];
- ImGui::InputText("", buff, 256);
- ImGui::SameLine();
- if (ImGui::Button("Send")) {
- PUSH_EVENT("SendChatMessage", std::string(buff));
+ case State::MainMenu: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Menu", 0, windowFlags);
+ static char buff[512] = "127.0.0.1";
+ 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)));
+ }
+ ImGui::InputText("Username", buffName, 512);
+ ImGui::InputText("Address", buff, 512);
+ ImGui::InputInt("Port", &port);
+ ImGui::Separator();
+ if (ImGui::Button("Exit"))
+ PUSH_EVENT("Exit",0);
+ ImGui::End();
+ break;
}
- ImGui::End();
- break;
- }
- case State::Inventory: {
- auto renderSlot = [](const SlotDataType &slot, int i) -> bool {
- return ImGui::Button(((slot.BlockId == -1 ? " ##" :
- AssetManager::Instance().GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##")
- + std::to_string(i)).c_str());
- };
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Inventory", 0, windowFlags);
- Window& inventory = world->GameStatePtr()->playerInventory;
- //Hand and drop slots
- if (renderSlot(inventory.handSlot, -1)) {
- }
- ImGui::SameLine();
- if (ImGui::Button("Drop")) {
- inventory.MakeClick(-1, true, true);
- }
- ImGui::SameLine();
- ImGui::Text("Hand slot and drop mode");
- ImGui::Separator();
- //Crafting
- if (renderSlot(inventory.slots[1], 1)) {
- inventory.MakeClick(1, true);
- }
- ImGui::SameLine();
- if (renderSlot(inventory.slots[2], 2)) {
- inventory.MakeClick(2, true);
- }
- //Crafting result
- ImGui::SameLine();
- ImGui::Text("Result");
- ImGui::SameLine();
- if (renderSlot(inventory.slots[0], 0)) {
- inventory.MakeClick(0, true);
- }
- //Crafting second line
- if (renderSlot(inventory.slots[3], 3)) {
- inventory.MakeClick(3, true);
- }
- ImGui::SameLine();
- if (renderSlot(inventory.slots[4], 4)) {
- inventory.MakeClick(4, true);
- }
- ImGui::Separator();
- //Armor and offhand
- for (int i = 5; i < 8 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- inventory.MakeClick(i, true);
+ case State::Loading:
+ break;
+
+ case State::Chat: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Chat", 0, windowFlags);
+ for (const auto& msg : chatMessages) {
+ ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1,1,1,1));
+ ImGui::TextWrapped("%s", msg.c_str());
+ ImGui::PopStyleColor();
}
+ static char buff[256];
+ ImGui::InputText("", buff, 256);
ImGui::SameLine();
+ if (ImGui::Button("Send")) {
+ PUSH_EVENT("SendChatMessage", std::string(buff));
+ }
+ ImGui::End();
+ break;
}
- if (renderSlot(inventory.slots[45], 45)) {
- inventory.MakeClick(45, true);
- }
- ImGui::SameLine();
- ImGui::Text("Armor and offhand");
- ImGui::Separator();
- for (int i = 36; i < 44 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- inventory.MakeClick(i, true);
+
+ case State::Inventory: {
+ auto renderSlot = [](const SlotDataType &slot, int i) -> bool {
+ return ImGui::Button(((slot.BlockId == -1 ? " ##" :
+ AssetManager::Instance().GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) + " x" + std::to_string(slot.ItemCount) + "##")
+ + std::to_string(i)).c_str());
+ };
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Inventory", 0, windowFlags);
+ Window& inventory = world->GameStatePtr()->playerInventory;
+ //Hand and drop slots
+ if (renderSlot(inventory.handSlot, -1)) {
+
}
ImGui::SameLine();
- }
- ImGui::Text("Hotbar");
- ImGui::Separator();
- ImGui::Text("Main inventory");
- for (int i = 9; i < 17 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- inventory.MakeClick(i, true);
+ if (ImGui::Button("Drop")) {
+ inventory.MakeClick(-1, true, true);
}
ImGui::SameLine();
- }
- ImGui::Text("");
- for (int i = 18; i < 26 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- inventory.MakeClick(i, true);
+ ImGui::Text("Hand slot and drop mode");
+ ImGui::Separator();
+ //Crafting
+ if (renderSlot(inventory.slots[1], 1)) {
+ inventory.MakeClick(1, true);
}
ImGui::SameLine();
- }
- ImGui::Text("");
- for (int i = 27; i < 35 + 1; i++) {
- if (renderSlot(inventory.slots[i], i)) {
- inventory.MakeClick(i, true);
+ if (renderSlot(inventory.slots[2], 2)) {
+ inventory.MakeClick(2, true);
}
+ //Crafting result
ImGui::SameLine();
- }
- ImGui::End();
+ ImGui::Text("Result");
+ ImGui::SameLine();
+ if (renderSlot(inventory.slots[0], 0)) {
+ inventory.MakeClick(0, true);
+ }
+ //Crafting second line
+ if (renderSlot(inventory.slots[3], 3)) {
+ inventory.MakeClick(3, true);
+ }
+ ImGui::SameLine();
+ if (renderSlot(inventory.slots[4], 4)) {
+ inventory.MakeClick(4, true);
+ }
+ ImGui::Separator();
+ //Armor and offhand
+ for (int i = 5; i < 8 + 1; i++) {
+ if (renderSlot(inventory.slots[i], i)) {
+ inventory.MakeClick(i, true);
+ }
+ ImGui::SameLine();
+ }
+ if (renderSlot(inventory.slots[45], 45)) {
+ inventory.MakeClick(45, true);
+ }
+ ImGui::SameLine();
+ ImGui::Text("Armor and offhand");
+ ImGui::Separator();
+ for (int i = 36; i < 44 + 1; i++) {
+ if (renderSlot(inventory.slots[i], i)) {
+ inventory.MakeClick(i, true);
+ }
+ ImGui::SameLine();
+ }
+ ImGui::Text("Hotbar");
+ ImGui::Separator();
+ ImGui::Text("Main inventory");
+ for (int i = 9; i < 17 + 1; i++) {
+ if (renderSlot(inventory.slots[i], i)) {
+ inventory.MakeClick(i, true);
+ }
+ ImGui::SameLine();
+ }
+ ImGui::Text("");
+ for (int i = 18; i < 26 + 1; i++) {
+ if (renderSlot(inventory.slots[i], i)) {
+ inventory.MakeClick(i, true);
+ }
+ ImGui::SameLine();
+ }
+ ImGui::Text("");
+ for (int i = 27; i < 35 + 1; i++) {
+ if (renderSlot(inventory.slots[i], i)) {
+ inventory.MakeClick(i, true);
+ }
+ ImGui::SameLine();
+ }
+ ImGui::End();
- break;
- }
- case State::Paused: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("Pause Menu", 0, windowFlags);
- if (ImGui::Button("Continue")) {
- GlobalState::SetState(State::Playing);
+ break;
}
- ImGui::Separator();
- static float distance = world->MaxRenderingDistance;
- ImGui::SliderFloat("Render distance", &distance, 1.0f, 16.0f);
- static float sense = sensetivity;
- ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
+ case State::Paused: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("Pause Menu", 0, windowFlags);
+ if (ImGui::Button("Continue")) {
+ GlobalState::SetState(State::Playing);
+ }
+ ImGui::Separator();
+ static float distance = world->MaxRenderingDistance;
+ ImGui::SliderFloat("Render distance", &distance, 1.0f, 16.0f);
- static float targetFps = 60.0f;
- ImGui::SliderFloat("Target FPS", &targetFps, 1.0f, 300.0f);
+ static float sense = sensetivity;
+ ImGui::SliderFloat("Sensetivity", &sense, 0.01f, 1.0f);
- static bool wireframe = isWireframe;
+ static float targetFps = 60.0f;
+ ImGui::SliderFloat("Target FPS", &targetFps, 1.0f, 300.0f);
- ImGui::Checkbox("Wireframe", &wireframe);
+ static bool wireframe = isWireframe;
- static bool vsync = false;
+ ImGui::Checkbox("Wireframe", &wireframe);
- ImGui::Checkbox("VSync", &vsync);
+ static bool vsync = false;
- if (ImGui::Button("Apply settings")) {
- if (distance != world->MaxRenderingDistance) {
- world->MaxRenderingDistance = distance;
- PUSH_EVENT("UpdateSectionsRender", 0);
- }
+ ImGui::Checkbox("VSync", &vsync);
+
+ if (ImGui::Button("Apply settings")) {
+ if (distance != world->MaxRenderingDistance) {
+ world->MaxRenderingDistance = distance;
+ PUSH_EVENT("UpdateSectionsRender", 0);
+ }
- if (sense != sensetivity)
- sensetivity = sense;
+ if (sense != sensetivity)
+ sensetivity = sense;
- isWireframe = wireframe;
- timer.SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0));
- if (vsync) {
- timer.SetDelayLength(std::chrono::milliseconds(0));
- SDL_GL_SetSwapInterval(1);
- } else
- SDL_GL_SetSwapInterval(0);
+ isWireframe = wireframe;
+ timer.SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0));
+ if (vsync) {
+ timer.SetDelayLength(std::chrono::milliseconds(0));
+ SDL_GL_SetSwapInterval(1);
+ } else
+ SDL_GL_SetSwapInterval(0);
+ }
+ ImGui::Separator();
+
+ if (ImGui::Button("Disconnect")) {
+ PUSH_EVENT("Disconnect", std::string("Disconnected by user"));
+ }
+ ImGui::End();
+ break;
}
- ImGui::Separator();
- if (ImGui::Button("Disconnect")) {
- PUSH_EVENT("Disconnect", std::string("Disconnected by user"));
+ case State::InitialLoading:
+ break;
+
+ case State::Playing: {
+ ImGui::SetNextWindowPosCenter();
+ ImGui::Begin("",0,windowFlags);
+ ImGui::End();
+ break;
}
- ImGui::End();
- break;
- }
- case State::InitialLoading:
- break;
- case State::Playing: {
- ImGui::SetNextWindowPosCenter();
- ImGui::Begin("",0,windowFlags);
- ImGui::End();
- break;
- }
}
ImGui::Render();