Commit Graph

5 Commits

Author SHA1 Message Date
zhenyan121
45d2c8234a feature: chat (#36)
* fix(config): load config on demand in get/set instead of asserting

* feat(chat): implement in-game chat box with UTF-8 support

- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library

* fix(ui): correct chat box layout with dynamic height and bottom anchor

* feat(chat): implement client-server chat messaging

Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.

* feat(chat): distinguish between send and cancel in chat input

* feat(ui): add background to Label widget and refactor debug overlay

* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds

TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.

* refactor(ui): move width, height, and fill properties to base Widget

Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).

* refactor(ui): generalize Label background, add ChatBox width method

* feat(chat): implement message expiration after 5 seconds

* feat(ui): add word wrap for chat messages with font width measurement

* feat(audio): implement voice chat using Opus codec

Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.

* feat(audio): implement voice chat with Opus codec and streaming audio source

Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.

* feat(audio): add spatial voice source with underwater effects

Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.

* feat(settings): add player voice volume and voice input type options

- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.

* fix(event): delegate error UI events to each handler

Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.

* feat(chat): add colored system messages for player join/exit

* chore(logging): reduce verbosity for audio loading and input events

* fix(settings): fix typo in config key "vloume"

* feat(ui): add microphone icon when recording voice

* feat(voice): limit voice message range to 48 units

* chore(logging): downgrade text input log level to debug

* feat(credits): add license identifiers and reorganize license files

* feat: add sensitive word filter for chat messages

Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.

* feat(server): add config option to disable voice chat

* fix: correct utf8 validation, add missing include, remove debug log
2026-07-21 10:21:05 +08:00
zhenyan121
0f731530da refactor: logger (#35)
* refactor(log): convert Logger from namespace to class with static methods

- Replace the Logger namespace of free functions with a Logger class containing static methods (info, error, warn, debug).
- Simplify log calls by removing explicit source_location parameters; adopt `std::print` for output formatting.
- Undefine common macro names (DEBUG, INFO, ERROR, WARN) to avoid collisions.
- Update `renderer.cpp` to use `Logger::debug` instead of the old `Logger::log`.
- Add missing `#include <source_location>` in `audio_error.hpp`.
- Fix early return condition in `WorldScene::set_pause`.

* refactor(camera): remove reset_camera method and first-mouse flag

* refactor: replace --no-debug with logging options, add assertions, fix typo

- Removed `--no-debug` CLI flag and added `--logs-path`, `--log-level`, `--enable-filelog`, `--enable-consolelog`.
- Added file logging support with daily rotation, log level threshold, and console/file output control.
- Added `m_init` check in `Config::get`/`set` to prevent use before initialization.
- Fixed typo in `DebugCollector::destroy` (`distory` → `destory`).
- Removed `debug_on` parameter from `Renderer::init`; OpenGL debug output is now unconditionally enabled in debug builds.

* feat(debug): enable GL debug context flag in debug builds
2026-07-18 10:40:34 +08:00
zhenyan121
cc2df5e4ec feature: UI (#31)
* refactor(ui): replace Text with Label/Widget component system

Replace the old `Text` class with a new component-based UI system consisting of `Widget` and `Label` classes. Key changes:

- Remove `Text` class and its GPU upload logic; introduce `Label` as a `Widget` subclass with dirty-flag vertex update.
- Add `UIVertexData` struct to manage per-label vertex buffer/array and memory.
- Refactor `DebugCollector` to store labels in a `Widget` tree, removing hash-based lookup.
- Simplify `Font::vertices()` signature by removing position/scale parameters; scaling is now applied in the renderer’s model matrix.
- Update `Renderer` with `render_label()` and move UI rendering to a `render_ui()` that renders the widget tree.
- Add new source files `label.cpp`, `widget.cpp`, `ui_vertex_data.cpp` and update CMakeLists.

* refactor(render): replace UI shaders with image shaders and Image widget

* refactor(core): add event system and scene management

- Introduce Event variant and Overloaded helper for input handling
- Move game state (camera, client_world, dev_panel) from App to WorldScene
- Add SceneManager with push/pop/change operations for scene stack
- Refactor input callbacks to dispatch events through scene hierarchy
- Extract Argument struct to separate header
- Update Renderer and WorldRenderer to accept world reference
- Replace global input state with event-driven processing in ClientPlayer, Camera, etc.

* refactor: add framebuffer resize event and separate UI management

* fix(font): use correct texture format and clamp to edge for font atlas

* feat(input): add KeyAction::REPEAT for key repeat events

Add a new REPEAT value to the KeyAction enum and update the input callbacks to map GLFW_REPEAT actions to the new value instead of treating them as press.

* feat(client-player): add block cooldown and track mouse state

Introduce a time-based cooldown for block placement (PLACE_BLOCK_INTERVAL) to prevent rapid clicking. Replace the global InputState with per-player MouseState tracking in ClientPlayer. Rename place_block() to get_current_block() for clarity. Remove the old src/input.cpp and the Cubed/input.hpp header, moving input structures to Cubed/input/input.hpp.

* ui: add main menu scene and interactive button widget

- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.

* feat(ui): add button scaling and change square vertices to top-left origin

* refactor(font): return TextMesh from Font::vertices to include bounding box

Replace the plain vertex vector with a TextMesh struct that carries width, height, and min coordinates. Update Label to compute and store these values immediately on text change (removing lazy dirty update). Fix Button's width/height to factor in scale and use concrete widget types for background and foreground.

* feat(ui): support scaling of labels and images

Modify width() and height() methods to multiply by m_scale for both Label and Image. Rename internal dimensions to m_real_width and m_real_height for clarity. Adjust Button foreground position to vertically center when label is scaled.

* refactor(ui): move scale property to subclasses and fix resize event handling

Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.

* fix(render): remove duplicate scaling in render_image model matrix

* feat(ui): introduce anchor-based widget positioning system

Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.

* feat(ui): introduce ColumnLayout widget and refactor widget parenting

- Add ColumnLayout widget that arranges children vertically with spacing.
- Refactor Widget::add_child to automatically pass `this` as parent.
- Update DebugCollector to use ColumnLayout for consistent spacing.
- Expose children() accessor in Widget for layout management.

* feat(main_menu): add exit button and refactor layout with ColumnLayout

- Add `should_close_window()` method to force window close from UI.
- Replace standalone button with ColumnLayout for proper centering.
- Add "Exit" button that calls `should_close_window()`.
- Update ESC key handling to only close window when game is not running.
- Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT.
- Remove unused parameter name in Image::update for consistency.

* feat(ui): add Rect widget with fill, color, and parent-relative sizing

* refactor(ui): extract common UI manager logic into base class

* refactor: move server logic to WorldScene and refactor UI methods

* feat(scene): implement pause menu with UI manager and escape key toggling

Add PauseMenuUIManager class and integrate pause state into WorldScene.
Escape key toggles pause in ClientPlayer and PauseMenuUIManager.
Refactor Window mouse and imgui control to support pause state.

* refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene

* feat(ui): add HUD visibility toggle and image fill features

* refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback

* feat(scene): add credits scene and UI

* feat(credits): add ESC key handling; remove about tab from dev panel

* feat(ui): add Slider widget for value selection

* refactor(ui/slider): improve track/thumb initialization and validation

Rename track/thumb accessors from set_track/set_thumb to get_track/get_thumb.
Add private init methods and a constant THUMB_WIDTH.
Add validation to set_width with log and assert.
Modify set_height to assume non-null m_thumb.

* refactor(ui): simplify Button API with property setters

* feat(ui): add label and image support to slider

- Add `set_text()`, `set_track_image()`, `set_thumb_image()` methods.
- Include label rendering and auto-scaling based on slider dimensions.
- Replace static `THUMB_WIDTH` with dynamic thumb sizing.
- Add slider thumb and track texture assets.

* feat(ui): add int slider support and fix update_text_scale calls

* refactor(config): rename hot_reload to reload_config and add settings scene

* feat(ui): add auto-scaling option for button and slider text

* feat(ui): add button enable/disable and reset on re-enter

Prevent double-clicking on buttons that push new scenes by disabling them on click and re-enabling when the UI manager's on_re_enter is called.

* fix(input): reset key status on pause

* feat(ui): add ComboButton widget and integrate into settings

Introduce ComboButton, a button that cycles through options on click.
Used in SettingsUI for fullscreen, V-Sync, and anisotropic filtering.
Adds texture reload support in SettingsScene and makes Button methods
virtual to allow overriding. Also fixes default mouse_enable to true.

* feat(ui): add child anchor and content sizing to column layout

* feat(ui): add TextField widget with UTF-8 text input support

* feat(scene): add host game scene and world parameter handling

* feat(scene): add join game scene and UI

* feat(ui): add clipboard paste to TextField

* feat(ui): add blinking cursor to text field

* feat(ui): add error UI for connection failures and network errors

Introduce ErrorUI to display error messages in-world when the client encounters connection failures or network errors. The network client now stores error strings thread-safely and exposes them via `get_error_string()`. The world scene suspends normal update/render when an error is active and shows the error overlay, allowing the user to return to the previous scene. Additionally, the client world checks for connection errors during exit to avoid hanging, and the join game UI is fixed to correctly default to client mode.

* refactor: move connect error check to WorldScene and add UI titles

* feat(ui): add error display in host and join game screens

* feat(ui): add configurable child traversal order for event handling

Add TraversalOrder enum to Widget, allowing event handlers to iterate children in back-to-front (default) or front-to-back order.
Set ColumnLayout to front-to-back order.
Change TextField mouse button handler to return false, enabling event propagation.

* fix: window build fail

* style(ui): remove extra blank line
2026-07-16 11:30:27 +08:00
zhenyan121
03259f323c refactor: config (#30)
* refactor(config): replace singleton with dependency injection

* refactor(client_player): return ChunkPosSet by value in non-const getter

Copy the internal set under the mutex lock to avoid exposing a mutable reference that could be used unsafely after the lock is released. This fixes a potential data race when the caller holds the returned reference beyond the critical section. Also update the caller in `client_world` to remove the now-unnecessary `std::move`.

* fix(gameplay): prevent use-after-free in pending delete queues during destruction

* refactor(config): separate game and server configuration with explicit paths
2026-07-11 09:22:40 +08:00
zhenyan121
b1341d7da4 feat: sound (#28)
* build: add OpenAL dependency

* feat(deps): add dr_libs audio library

* feat(audio): integrate OpenAL audio engine with WAV/MP3/FLAC support

* feat: add bgm001

* feat(audio): add audio fade in/out and fix delta time naming

* fix(audio-source): improve state, volume, and const correctness

* feat(audio): add 3D audio playback with source pool and auto-loading

* feat: add ogg loader

* feat(audio): add footstep sounds and fix audio listener orientation

* feat(sound): add block place and break sounds

* feat(audio): add per-channel volume control and config reload

* fix(audio): set distance model, reduce max distance, fix sound pos

- Set OpenAL distance model to AL_INVERSE_DISTANCE_CLAMPED in engine.
- Reduced AL_MAX_DISTANCE from 100 to 48 for better falloff.
- Fixed block sound position to use world coordinates instead of local block coordinates.

* refactor(game_time): introduce Timer for time-based updates and rename existing to TickTimer

Add a new `Timer` class that operates in seconds (using `TimeType`) alongside the existing `TickTimer` which uses `TickType`. Rename the original `Timer` to `TickTimer` throughout the codebase. Update `ClientWorld` to maintain separate maps for tick-based and time-based timers, and replace the hardcoded footstep timer in `ClientPlayer` with a time-based callback timer. Also add `play_2d` to `AudioEngine` and load an ambient bird sound to demonstrate the new timer functionality.

* feat(gameplay): add ocean wave ambient sounds with random selection

Add four ocean wave FLAC sound files and play one randomly when player is within 10 blocks of sea level and in an ocean biome. Include a Random member initialized from ChunkGenerator seed for consistent randomization.

* feat(gameplay): detect underwater state and play transition/bubble sounds

- Add is_underwater() and set_underwater() to ClientPlayer.
- Change get_world() to return non-const reference for audio access.
- Update Camera::update_move_camera() to detect water block changes and trigger transition sound.
- Add repeating timer in ClientWorld to play random bubble ambient sounds while underwater.
- Include new ambient sound assets for water transitions and bubbles.
- Also add sand walk sound asset (unused in this commit).

* feat(assets): add and update block break/place/walk sounds

Add sounds for dirt, grass_block, leaf, log, sand, snowy_grass_block, stone.
Update existing leaf/walk, sand/place, sand/walk, and stone/place sounds.

* feat(gameplay): add walking sound for players and adjust underwater bubble interval

- Move walk/run sound interval constants from anonymous namespace to ClientPlayer header
- Add moving_time field to PlayerInfo to track continuous movement
- Implement play_walk_sound callback triggered by WALK and RUN gaits
- Increase underwater bubble timer from 1.0s to 1.5s

* feat(asset): add grass block break and place sound effects

* feat(renderer): add --no-debug flag to disable OpenGL debug output

* feat(audio): add day/night-based BGM switching

* feat(audio): add underwater low-pass filter effect

* feat(audio): add pitch control to audio sources

Implement set_pitch method that clamps pitch between 0.0 and 1.0 and applies it via AL_PITCH. Includes minor whitespace cleanup in audio_engine.cpp.

* feat(audio): implement reverb effect and integrate into underwater system

* asset(sound): update dirt and grass block break/place sounds

* feat(network): synchronize player water sound

* fix: include <numbers>

* fix(audio): play ambient water bubble sound in 3D at player position
2026-07-08 19:41:10 +08:00