diff options
Diffstat (limited to '')
-rw-r--r-- | src/Render.cpp | 242 |
1 files changed, 143 insertions, 99 deletions
diff --git a/src/Render.cpp b/src/Render.cpp index 6bf3eb3..316efec 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -154,9 +154,8 @@ void Render::HandleEvents() { case SDL_WINDOWEVENT_FOCUS_LOST: HasFocus = false; SetMouseCapture(false); - if (state == GameState::Playing) + if (state == GameState::Inventory || state == GameState::Playing || state == GameState::Chat) state = GameState::Paused; - isDisplayInventory = false; break; } break; @@ -164,26 +163,49 @@ void Render::HandleEvents() { case SDL_KEYDOWN: switch (event.key.keysym.scancode) { case SDL_SCANCODE_ESCAPE: - if (state == GameState::Playing) { + switch (state) { + case GameState::Playing: state = GameState::Paused; SetMouseCapture(false); - isDisplayInventory = false; - } - else if (state == GameState::Paused) { + break; + case GameState::Inventory: state = GameState::Playing; SetMouseCapture(true); - } - else if (state == GameState::MainMenu) { + break; + case GameState::Paused: + state = GameState::Playing; + SetMouseCapture(true); + break; + case GameState::MainMenu: LOG(INFO) << "Received close event by esc"; isRunning = false; - } + break; + } break; case SDL_SCANCODE_E: - if (state != GameState::Playing) - return; - isDisplayInventory = !isDisplayInventory; - SetMouseCapture(!isDisplayInventory); - break; + switch (state) { + case GameState::Playing: + state = GameState::Inventory; + SetMouseCapture(false); + break; + case GameState::Inventory: + state = GameState::Playing; + SetMouseCapture(true); + break; + } + break; + case SDL_SCANCODE_T: + switch (state) { + case GameState::Playing: + state = GameState::Chat; + SetMouseCapture(false); + break; + case GameState::Chat: + state = GameState::Playing; + SetMouseCapture(true); + break; + } + break; } break; case SDL_MOUSEMOTION: @@ -264,6 +286,12 @@ void Render::ExecuteRenderLoop() { state = GameState::Loading; }); + listener.RegisterHandler(EventType::ChatMessageReceived, [this](EventData eventData) { + auto data = std::get<ChatMessageReceivedData>(eventData); + std::string msg = "(" + std::to_string((int)data.position) + ") " + data.message.text; + chatMessages.push_back(msg); + }); + state = GameState::MainMenu; while (isRunning) { @@ -290,21 +318,21 @@ void Render::RenderGui() { } const ImGuiWindowFlags windowFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings; - //ImGui::ShowTestWindow(); + ImGui::ShowTestWindow(); ImGui::SetNextWindowPos(ImVec2(10, 10)); ImGui::Begin("DebugInfo", 0, ImVec2(0, 0), 0.4f, windowFlags); ImGui::Text("Debug Info:"); ImGui::Separator(); ImGui::Text("State: %s", stateString.c_str()); - ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate); - float gameTime = DebugInfo::gameThreadTime / 100.0f; + ImGui::Text("FPS: %.1f (%.3fms)", ImGui::GetIO().Framerate, 1000.0f / ImGui::GetIO().Framerate); + 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 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); } @@ -314,7 +342,7 @@ void Render::RenderGui() { switch (state) { case GameState::MainMenu: { ImGui::SetNextWindowPosCenter(); - ImGui::Begin("Menu",0, windowFlags); + ImGui::Begin("Menu", 0, windowFlags); static char buff[512] = "127.0.0.1"; static int port = 25565; static char buffName[512] = "HelloOne"; @@ -323,7 +351,7 @@ void Render::RenderGui() { } ImGui::InputText("Username", buffName, 512); ImGui::InputText("Address", buff, 512); - ImGui::InputInt("Port", &port); + ImGui::InputInt("Port", &port); ImGui::Separator(); if (ImGui::Button("Exit")) isRunning = false; @@ -332,96 +360,112 @@ void Render::RenderGui() { } case GameState::Loading: break; - case GameState::Playing: - if (isDisplayInventory) { - auto renderSlot = [](const SlotData &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)) { + case GameState::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()); + } + static char buff[256]; + ImGui::InputText("", buff, 256); + ImGui::SameLine(); + if (ImGui::Button("Send")) { + EventAgregator::PushEvent(EventType::SendChatMessage, SendChatMessageData{ buff }); + } + ImGui::End(); + break; + } + case GameState::Inventory: { + auto renderSlot = [](const SlotData &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); } 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); + } + 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(); - if (renderSlot(inventory.slots[2], 2)) { - inventory.MakeClick(2, true); + } + 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); } - //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::Text(""); + for (int i = 18; i < 26 + 1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, 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::Text(""); + for (int i = 27; i < 35 + 1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, 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(); } + ImGui::End(); + break; + } case GameState::Paused: { ImGui::SetNextWindowPosCenter(); ImGui::Begin("Pause Menu", 0, windowFlags); @@ -453,10 +497,10 @@ void Render::RenderGui() { sensetivity = sense; isWireframe = wireframe; - timer.SetDelayLength(std::chrono::duration<double,std::milli>(1.0/targetFps * 1000.0)); + timer.SetDelayLength(std::chrono::duration<double, std::milli>(1.0 / targetFps * 1000.0)); } ImGui::Separator(); - + if (ImGui::Button("Disconnect")) { EventAgregator::PushEvent(EventType::Disconnect, DisconnectData{ "Disconnected by user" }); } |