#include "geometry.hpp"
#include "world.hpp"
+#include <iostream>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtx/io.hpp>
namespace blank {
Interface::Interface(World &world)
: world(world)
, ctrl(world.Player())
-, hud()
+, hud(world.BlockTypes())
, aim_chunk(nullptr)
, aim_block(0)
, aim_normal()
, up(false)
, down(false) {
hud.Viewport(960, 600);
- hud.Display(*world.BlockTypes()[selection.type]);
+ hud.Display(selection);
}
case SDLK_d:
right = event.state == SDL_PRESSED;
break;
- case SDLK_q:
case SDLK_SPACE:
up = event.state == SDL_PRESSED;
break;
- case SDLK_e:
case SDLK_LSHIFT:
down = event.state == SDL_PRESSED;
break;
+
+ case SDLK_q:
+ if (event.state == SDL_PRESSED) {
+ FaceBlock();
+ }
+ break;
+ case SDLK_e:
+ if (event.state == SDL_PRESSED) {
+ TurnBlock();
+ }
+ break;
+
+ case SDLK_b:
+ if (event.state == SDL_PRESSED) {
+ PrintBlockInfo();
+ }
+ case SDLK_p:
+ if (event.state == SDL_PRESSED) {
+ PrintSelectionInfo();
+ }
+ }
+}
+
+void Interface::FaceBlock() {
+ selection.SetFace(Block::Face((selection.GetFace() + 1) % Block::FACE_COUNT));
+ hud.Display(selection);
+}
+
+void Interface::TurnBlock() {
+ selection.SetTurn(Block::Turn((selection.GetTurn() + 1) % Block::TURN_COUNT));
+ hud.Display(selection);
+}
+
+void Interface::PrintBlockInfo() {
+ std::cout << std::endl;
+ if (!aim_chunk) {
+ std::cout << "not looking at any block" << std::endl;
+ return;
}
+ std::cout << "looking at block " << aim_block
+ << " " << Chunk::ToCoords(aim_block)
+ << " of chunk " << aim_chunk->Position()
+ << std::endl;
+ Print(aim_chunk->BlockAt(aim_block));
}
+void Interface::PrintSelectionInfo() {
+ std::cout << std::endl;
+ Print(selection);
+}
+
+void Interface::Print(const Block &block) {
+ std::cout << "type: " << block.type
+ << ", face: " << block.GetFace()
+ << ", turn: " << block.GetTurn()
+ << std::endl;
+}
+
+
void Interface::Handle(const SDL_MouseMotionEvent &event) {
ctrl.RotateYaw(event.xrel * yaw_sensitivity);
ctrl.RotatePitch(event.yrel * pitch_sensitivity);
void Interface::PickBlock() {
if (!aim_chunk) return;
selection = aim_chunk->BlockAt(aim_block);
- hud.Display(*world.BlockTypes()[selection.type]);
+ hud.Display(selection);
}
void Interface::PlaceBlock() {
if (size_t(selection.type) >= world.BlockTypes().Size()) {
selection.type = 1;
}
- hud.Display(*world.BlockTypes()[selection.type]);
+ hud.Display(selection);
}
void Interface::SelectPrevious() {
if (selection.type <= 0) {
selection.type = world.BlockTypes().Size() - 1;
}
- hud.Display(*world.BlockTypes()[selection.type]);
+ hud.Display(selection);
}
void Interface::Handle(const SDL_WindowEvent &event) {