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https://github.com/PixelGuys/Cubyz.git
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Fix till++'s problems.
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parent
bcb8747dc1
commit
ac41fb8c96
11
src/main.zig
11
src/main.zig
@ -76,6 +76,7 @@ pub const Window = struct {
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std.log.err("GLFW Error({}): {s}", .{errorCode, description});
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}
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fn keyCallback(_: ?*c.GLFWwindow, key: c_int, scancode: c_int, action: c_int, mods: c_int) callconv(.C) void {
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_ = mods;
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if(action == c.GLFW_PRESS) {
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inline for(@typeInfo(@TypeOf(keyboard)).Struct.fields) |field| {
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if(key == @field(keyboard, field.name).key) {
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@ -96,7 +97,6 @@ pub const Window = struct {
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}
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}
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}
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std.log.info("Key pressed: {}, {}, {}, {}", .{key, scancode, action, mods});
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}
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fn framebufferSize(_: ?*c.GLFWwindow, newWidth: c_int, newHeight: c_int) callconv(.C) void {
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std.log.info("Framebuffer: {}, {}", .{newWidth, newHeight});
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@ -129,10 +129,13 @@ pub const Window = struct {
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ignoreDataAfterRecentGrab = false;
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currentPos = newPos;
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}
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fn glDebugOutput(_: c_uint, typ: c_uint, _: c_uint, severity: c_uint, length: c_int, message: [*c]const u8, _: ?*const anyopaque) callconv(.C) void {
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if(typ == c.GL_DEBUG_TYPE_ERROR or typ == c.GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR or typ == c.GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR or typ == c.GL_DEBUG_TYPE_PORTABILITY or typ == c.GL_DEBUG_TYPE_PERFORMANCE) {
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fn glDebugOutput(_: c_uint, _: c_uint, _: c_uint, severity: c_uint, length: c_int, message: [*c]const u8, _: ?*const anyopaque) callconv(.C) void {
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if(severity == c.GL_DEBUG_SEVERITY_HIGH) {
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std.log.err("OpenGL {}:{s}", .{severity, message[0..@intCast(usize, length)]});
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@panic("OpenGL error");
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} else if(severity == c.GL_DEBUG_SEVERITY_MEDIUM) {
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std.log.warn("OpenGL {}:{s}", .{severity, message[0..@intCast(usize, length)]});
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} else if(severity == c.GL_DEBUG_SEVERITY_LOW) {
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std.log.info("OpenGL {}:{s}", .{severity, message[0..@intCast(usize, length)]});
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}
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}
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};
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@ -1053,7 +1053,10 @@ pub const Protocols: struct {
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type_itemStackCollect => {
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const jsonObject = json.parseFromString(main.threadAllocator, data[1..]);
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defer jsonObject.free(main.threadAllocator);
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const item = try items.Item.init(jsonObject);
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const item = items.Item.init(jsonObject) catch |err| {
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std.log.err("Error {s} while collecting item {s}. Ignoring it.", .{@errorName(err), data[1..]});
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return;
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};
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game.Player.mutex.lock();
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defer game.Player.mutex.unlock();
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const remaining = game.Player.inventory__SEND_CHANGES_TO_SERVER.addItem(item, jsonObject.get(u16, "amount", 0));
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@ -795,10 +795,8 @@ pub const MeshSelection = struct {
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@intToFloat(f32, voxelModel.maxZ)/16.0
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);
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c.glLineWidth(2);
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c.glBindVertexArray(cubeVAO);
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c.glDrawElements(c.GL_LINES, 12*2, c.GL_UNSIGNED_BYTE, null);
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c.glLineWidth(1);
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c.glDrawElements(c.GL_LINES, 12*2, c.GL_UNSIGNED_BYTE, null); // TODO: Draw thicker lines so they are more visible. Maybe a simple shader + cube mesh is enough.
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}
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}
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};
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