Files
Cubed/include/Cubed/gameplay/client_player.hpp
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

162 lines
4.6 KiB
C++

#pragma once
#include "Cubed/AABB.hpp"
#include "Cubed/constants.hpp"
#include "Cubed/gameplay/block.hpp"
#include "Cubed/gameplay/chunk_pos.hpp"
#include "Cubed/gameplay/game_mode.hpp"
#include "Cubed/gameplay/game_time.hpp"
#include "Cubed/gameplay/player.hpp"
#include "Cubed/input/event.hpp"
#include "Cubed/input/input.hpp"
#include <absl/container/flat_hash_set.h>
#include <glm/glm.hpp>
#include <optional>
#include <shared_mutex>
namespace Cubed {
class ClientWorld;
class ClientPlayer {
public:
static constexpr float WALK_SOUND_INTERVAL = 0.45f;
static constexpr float RUN_SOUND_INTERVAL = 0.3f;
using ChunkPosSet = absl::flat_hash_set<ChunkPos, ChunkPos::Hash>;
ClientPlayer(ClientWorld& world);
~ClientPlayer();
bool handle_mouse_button_event(const MouseButtonEvent& e);
bool handle_key_event(const KeyEvent& e);
bool handle_mouse_wheel_event(const MouseWheelEvent& e);
void update_front_vec(float offset_x, float offset_y);
bool update_player_move_state(Key key, KeyAction action);
bool update_scroll(float yoffset);
void update_chunk_set(const ChunkPosSet& set);
const ChunkPosSet& get_chunk_pos_set() const;
ChunkPosSet get_chunk_pos_set();
static AABB get_aabb(const glm::vec3& pos);
const glm::vec3& get_front() const;
Gait get_gait() const;
const std::optional<LookBlock>& get_look_block_pos() const;
// thread safe
glm::vec3 get_player_pos() const;
const MoveState& get_move_state() const;
void change_mode(GameMode mode);
void reload_config();
void set_player_pos(const glm::vec3& pos);
void set_place_block(unsigned id);
void update(float delta_time);
float& max_walk_speed();
float& max_run_speed();
float& max_speed();
float& acceleration();
float& deceleration();
float& g();
float& fly_y_speed();
unsigned get_current_block() const;
void set_gait(Gait gait);
GameMode& game_mode();
ClientWorld& get_world();
void set_uuid(std::string_view uuid);
std::string get_uuid() const;
const std::string& get_name() const;
void reset_key_status();
void init(std::string_view name);
float yaw() const;
float pitch() const;
float& angle();
float& walk_time();
bool ray_cast(const glm::vec3& start, const glm::vec3& dir,
glm::ivec3& block_pos, glm::vec3& normal,
float distance = 4.0f);
bool is_underwater() const;
void set_underwater(bool u);
void place_block(float dt);
private:
using enum GameMode;
float m_max_walk_speed = DEFAULT_MAX_WALK_SPEED;
float m_max_run_speed = DEFAULT_MAX_RUN_SPEED;
float m_acceleration = DEFAULT_ACCELERATION;
float m_deceleration = DEFAULT_DECELERATION;
float m_g = DEFAULT_G;
constexpr static float MAX_SPACE_ON_TIME = 0.3f;
constexpr static float PLACE_BLOCK_INTERVAL = 0.2f;
float m_place_time = PLACE_BLOCK_INTERVAL;
std::atomic<float> m_yaw = 0.0f;
std::atomic<float> m_pitch = 0.0f;
float m_sensitivity = 0.15f;
float m_max_speed = m_max_walk_speed;
float m_y_speed = 0.0f;
float m_fly_y_speed = 7.5f;
bool can_up = true;
float space_on_time = 0.0f;
bool space_on = false;
bool is_fly = false;
float m_xz_speed = 0.0f;
unsigned m_place_block = 1;
bool m_moving = false;
bool m_sprinting = false;
bool m_underwater = false;
glm::vec3 direction = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 move_distance{0.0f, 0.0f, 0.0f};
// player is tow block tall, the pos is the lower pos
glm::vec3 m_player_pos{0.0f, 255.0f, 0.0f};
ChunkPos m_last_chunk_pos{0, 0};
glm::vec3 m_front{0, 0, -1};
glm::vec3 m_right{0, 0, 0};
static constexpr glm::vec3 M_SIZE{0.6f, 1.8f, 0.6f};
std::atomic<Gait> m_gait = Gait::STOP;
MoveState m_move_state{};
MouseState m_mouse_state{};
GameMode m_game_mode = CREATIVE;
std::optional<LookBlock> m_look_block = std::nullopt;
std::string m_name{};
mutable std::shared_mutex m_uuid_mutex;
std::string m_uuid;
ClientWorld& m_world;
float m_angle{0.0f};
float m_walk_time{0.0f};
std::unordered_map<std::string, Timer> m_timers;
mutable std::shared_mutex m_player_pos_mutex;
mutable std::shared_mutex m_chunk_pos_mutex;
ChunkPosSet m_player_chunk_pos_set;
void update_direction();
void update_lookup_block();
void update_move(float delta_time);
void update_x_move(glm::vec3& player_pos);
void update_y_move(glm::vec3& player_pos);
void update_z_move(glm::vec3& player_pos);
void update_player_chunk();
void play_walk_sound(float dt);
Gait compute_gait() const;
};
} // namespace Cubed