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Added missing files
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MihailRis committed Nov 15, 2023
1 parent fee25ab commit 5af04e2
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Showing 4 changed files with 170 additions and 0 deletions.
35 changes: 35 additions & 0 deletions src/files/engine_files.cpp
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#include "engine_files.h"

#include <filesystem>

namespace filesystem = std::filesystem;
using std::string;
using filesystem::path;

path enginefs::get_screenshot_file(string ext) {
path folder = SCREENSHOTS_FOLDER;
if (!filesystem::is_directory(folder)) {
filesystem::create_directory(folder);
}

auto t = std::time(nullptr);
auto tm = *std::localtime(&t);

const char* format = "%d-%m-%Y_%H-%M-%S";

std::stringstream ss;
ss << std::put_time(&tm, format);
string datetimestr = ss.str();

path filename = folder/("screenshot-"+datetimestr+"."+ext);
uint index = 0;
while (filesystem::exists(filename)) {
filename = folder/("screenshot-"+datetimestr+"-"+std::to_string(index)+"."+ext);
index++;
}
return filename;
}

path enginefs::get_worlds_folder() {
return "worlds";
}
14 changes: 14 additions & 0 deletions src/files/engine_files.h
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#ifndef FILES_ENGINE_FILES_H_
#define FILES_ENGINE_FILES_H_

#include <string>
#include <filesystem>

#define SCREENSHOTS_FOLDER "screenshots"

namespace enginefs {
extern std::filesystem::path get_screenshot_file(std::string ext);
extern std::filesystem::path get_worlds_folder();
}

#endif // FILES_ENGINE_FILES_H_
83 changes: 83 additions & 0 deletions src/frontend/screens.cpp
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#include "screens.h"

#include <iostream>
#include <memory>

#include "../window/Camera.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../assets/Assets.h"
#include "../world/Level.h"
#include "../world/World.h"
#include "../objects/Player.h"
#include "../voxels/ChunksController.h"
#include "../voxels/Chunks.h"
#include "../voxels/Chunk.h"
#include "world_render.h"
#include "hud.h"
#include "gui/GUI.h"
#include "../engine.h"

using std::shared_ptr;

LevelScreen::LevelScreen(Engine* engine, Level* level) : Screen(engine), level(level) {
worldRenderer = new WorldRenderer(level, engine->getAssets());
hud = new HudRenderer(engine->getGUI(), level, engine->getAssets());
}

LevelScreen::~LevelScreen() {
delete hud;
delete worldRenderer;


World* world = level->world;

std::cout << "-- saving world" << std::endl;
world->write(level, !engine->getSettings().debug.generatorTestMode);

delete world;
delete level;

}

void LevelScreen::updateHotkeys() {
if (Events::jpressed(keycode::O)) {
occlusion = !occlusion;
}
if (Events::jpressed(keycode::F3)) {
level->player->debug = !level->player->debug;
}
if (Events::jpressed(keycode::F5)) {
for (uint i = 0; i < level->chunks->volume; i++) {
shared_ptr<Chunk> chunk = level->chunks->chunks[i];
if (chunk != nullptr && chunk->isReady()) {
chunk->setModified(true);
}
}
}
}

void LevelScreen::update(float delta) {
gui::GUI* gui = engine->getGUI();
EngineSettings& settings = engine->getSettings();

bool inputLocked = hud->isPause() || hud->isInventoryOpen() || gui->isFocusCaught();
if (!inputLocked) {
updateHotkeys();
}
level->updatePlayer(delta, !inputLocked, hud->isPause(), !inputLocked);
level->update();
level->chunksController->update(settings.chunks.loadSpeed);
}

void LevelScreen::draw(float delta) {
EngineSettings& settings = engine->getSettings();
Camera* camera = level->player->camera;

float fovFactor = 18.0f / (float)settings.chunks.loadDistance;
worldRenderer->draw(camera, occlusion, fovFactor, settings.graphics.fogCurve);
hud->draw();
if (level->player->debug) {
hud->drawDebug( 1 / delta, occlusion);
}
}
38 changes: 38 additions & 0 deletions src/frontend/screens.h
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#ifndef FRONTEND_SCREENS_H_
#define FRONTEND_SCREENS_H_

#include "../settings.h"

class Assets;
class Level;
class WorldRenderer;
class HudRenderer;
class Engine;


/* Screen is a mainloop state */
class Screen {
protected:
Engine* engine;
public:
Screen(Engine* engine) : engine(engine) {};
virtual ~Screen() {};
virtual void update(float delta) = 0;
virtual void draw(float delta) = 0;
};

class LevelScreen : public Screen {
Level* level;
WorldRenderer* worldRenderer;
HudRenderer* hud;
bool occlusion;
void updateHotkeys();
public:
LevelScreen(Engine* engine, Level* level);
~LevelScreen();

void update(float delta) override;
void draw(float delta) override;
};

#endif // FRONTEND_SCREENS_H_

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