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-rw-r--r--src/Render.cpp242
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" });
}