#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();
};