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+#pragma once
+
+#include <iomanip>
+#include <tuple>
+
+#include <easylogging++.h>
+#include <GL/glew.h>
+#include <glm/gtc/type_ptr.hpp>
+#include <SFML/Window.hpp>
+
+#include "../world/GameState.hpp"
+#include "AssetManager.hpp"
+#include "../graphics/Shader.hpp"
+#include "../graphics/Gui.hpp"
+#include "../graphics/RenderSection.hpp"
+#include "../network/NetworkClient.hpp"
+
+struct MyMutex {
+ std::mutex mtx;
+ std::string str;
+ MyMutex(std::string name);
+ void lock();
+ void unlock();
+};
+
+class Core {
+ GameState *gameState;
+ NetworkClient *client;
+ sf::Window *window;
+ AssetManager *assetManager;
+ bool isMouseCaptured = false;
+ bool isRunning = true;
+ enum {
+ MainMenu,
+ Loading,
+ Playing,
+ PauseMenu,
+ } currentState = Playing;
+ float mouseXDelta, mouseYDelta;
+ float deltaTime;
+ float absTime;
+
+ void RenderWorld();
+
+ void HandleMouseCapture();
+
+ void HandleEvents();
+
+ void InitSfml(unsigned int WinWidth, unsigned int WinHeight, std::string WinTitle);
+
+ void InitGlew();
+
+ void SetMouseCapture(bool IsCaptured);
+
+ void PrepareToRendering();
+
+ void RenderFrame();
+
+ unsigned int width();
+
+ unsigned int height();
+
+ void UpdateChunksToRender();
+
+ void UpdateGameState();
+
+ void UpdateSections();
+
+ std::thread gameStateLoopThread;
+ std::thread sectionUpdateLoopThread;
+
+ Shader *shader;
+ //Cube verticies, Cube VAO, Cube UVs, TextureIndexes UboTextureIndexes, TextureData UboTextureIndexes, TextureData2 UboTextureIndexes, Blocks VBO, Models VBO, Line VAO, Lines VBO
+ bool isRendersShouldBeCreated=false;
+ std::condition_variable waitRendersCreated;
+ std::vector<Vector> renders;
+ std::mutex toRenderMutex;
+ std::vector<Vector> toRender;
+ std::map<Vector, RenderSection> availableChunks;
+ std::mutex availableChunksMutex;
+
+ int ChunkDistance = 3;
+
+ RenderState renderState;
+
+ double tickRate = 0;
+ double sectionRate = 0;
+
+public:
+ Core();
+
+ ~Core();
+
+ void Exec();
+};