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state management and control
[blank.git] / src / app / WorldState.cpp
1 #include "WorldState.hpp"
2
3 #include "Environment.hpp"
4
5 #include <SDL.h>
6
7
8 namespace blank {
9
10 WorldState::WorldState(
11         Environment &env,
12         const Interface::Config &ic,
13         const World::Config &wc
14 )
15 : env(env)
16 , world(wc)
17 , spawner(world)
18 , interface(ic, env, world) {
19
20 }
21
22
23 void WorldState::Handle(const SDL_Event &event) {
24         switch (event.type) {
25                 case SDL_KEYDOWN:
26                         interface.HandlePress(event.key);
27                         break;
28                 case SDL_KEYUP:
29                         interface.HandleRelease(event.key);
30                         break;
31                 case SDL_MOUSEBUTTONDOWN:
32                         interface.HandlePress(event.button);
33                         break;
34                 case SDL_MOUSEBUTTONUP:
35                         interface.HandleRelease(event.button);
36                         break;
37                 case SDL_MOUSEMOTION:
38                         interface.Handle(event.motion);
39                         break;
40                 case SDL_MOUSEWHEEL:
41                         interface.Handle(event.wheel);
42                         break;
43                 default:
44                         break;
45         }
46 }
47
48 void WorldState::Update(int dt) {
49         interface.Update(dt);
50         spawner.Update(dt);
51         world.Update(dt);
52
53         glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
54         glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
55         glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
56         env.audio.Position(world.Player().Position());
57         env.audio.Velocity(world.Player().Velocity());
58         env.audio.Orientation(dir, up);
59
60 }
61
62 void WorldState::Render(Viewport &viewport) {
63         world.Render(viewport);
64         interface.Render(viewport);
65 }
66
67 }