diff options
Diffstat (limited to '')
-rw-r--r-- | src/Render.cpp | 47 |
1 files changed, 25 insertions, 22 deletions
diff --git a/src/Render.cpp b/src/Render.cpp index 0011e1c..6bf3eb3 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -5,6 +5,7 @@ #include "AssetManager.hpp" #include "Event.hpp" #include "DebugInfo.hpp" +#include "GlobalState.hpp" #include <imgui.h> #include "imgui_impl_sdl_gl3.h" @@ -153,8 +154,8 @@ void Render::HandleEvents() { case SDL_WINDOWEVENT_FOCUS_LOST: HasFocus = false; SetMouseCapture(false); - if (state == GlobalState::Playing) - state = GlobalState::Paused; + if (state == GameState::Playing) + state = GameState::Paused; isDisplayInventory = false; break; } @@ -163,22 +164,22 @@ void Render::HandleEvents() { case SDL_KEYDOWN: switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: - if (state == GlobalState::Playing) { - state = GlobalState::Paused; + if (state == GameState::Playing) { + state = GameState::Paused; SetMouseCapture(false); isDisplayInventory = false; } - else if (state == GlobalState::Paused) { - state = GlobalState::Playing; + else if (state == GameState::Paused) { + state = GameState::Playing; SetMouseCapture(true); } - else if (state == GlobalState::MainMenu) { + else if (state == GameState::MainMenu) { LOG(INFO) << "Received close event by esc"; isRunning = false; } break; case SDL_SCANCODE_E: - if (state != GlobalState::Playing) + if (state != GameState::Playing) return; isDisplayInventory = !isDisplayInventory; SetMouseCapture(!isDisplayInventory); @@ -230,13 +231,13 @@ void Render::ExecuteRenderLoop() { listener.RegisterHandler(EventType::PlayerConnected, [this](EventData eventData) { auto data = std::get<PlayerConnectedData>(eventData); stateString = "Loading terrain..."; - world = std::make_unique<RendererWorld>(data.ptr); + world = std::make_unique<RendererWorld>(GlobalState::GetGameState()); }); listener.RegisterHandler(EventType::RemoveLoadingScreen, [this](EventData eventData) { stateString = "Playing"; renderWorld = true; - state = GlobalState::Playing; + state = GameState::Playing; SetMouseCapture(true); glClearColor(0, 0, 0, 1.0f); }); @@ -245,7 +246,7 @@ void Render::ExecuteRenderLoop() { stateString = "Connection failed: " + std::get<ConnectionFailedData>(eventData).reason; renderWorld = false; world.reset(); - state = GlobalState::MainMenu; + state = GameState::MainMenu; glClearColor(0.8, 0.8, 0.8, 1.0f); }); @@ -253,21 +254,21 @@ void Render::ExecuteRenderLoop() { stateString = "Disconnected: " + std::get<DisconnectedData>(eventData).reason; renderWorld = false; world.reset(); - state = GlobalState::MainMenu; + state = GameState::MainMenu; SetMouseCapture(false); glClearColor(0.8, 0.8, 0.8, 1.0f); }); listener.RegisterHandler(EventType::Connecting, [this](EventData eventData) { stateString = "Connecting to the server..."; - state = GlobalState::Loading; + state = GameState::Loading; }); - state = GlobalState::MainMenu; + state = GameState::MainMenu; while (isRunning) { HandleEvents(); - if (HasFocus && state == GlobalState::Playing) UpdateKeyboard(); + if (HasFocus && state == GameState::Playing) UpdateKeyboard(); if (isMouseCaptured) HandleMouseCapture(); glCheckError(); @@ -311,14 +312,16 @@ void Render::RenderGui() { switch (state) { - case GlobalState::MainMenu: { + case GameState::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")) { - EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ buff, (unsigned short)port }); + EventAgregator::PushEvent(EventType::ConnectToServer, ConnectToServerData{ std::string(buffName), buff, (unsigned short)port }); } + ImGui::InputText("Username", buffName, 512); ImGui::InputText("Address", buff, 512); ImGui::InputInt("Port", &port); ImGui::Separator(); @@ -327,9 +330,9 @@ void Render::RenderGui() { ImGui::End(); break; } - case GlobalState::Loading: + case GameState::Loading: break; - case GlobalState::Playing: + case GameState::Playing: if (isDisplayInventory) { auto renderSlot = [](const SlotData &slot, int i) -> bool { return ImGui::Button(((slot.BlockId == -1 ? " ##" : @@ -419,11 +422,11 @@ void Render::RenderGui() { ImGui::End(); } break; - case GlobalState::Paused: { + case GameState::Paused: { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Pause Menu", 0, windowFlags); if (ImGui::Button("Continue")) { - state = GlobalState::Playing; + state = GameState::Playing; SetMouseCapture(true); } ImGui::Separator(); @@ -460,7 +463,7 @@ void Render::RenderGui() { ImGui::End(); break; } - case GlobalState::InitialLoading: + case GameState::InitialLoading: break; } |