#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)
+Interface::Interface(const Config &config, World &world)
: world(world)
, ctrl(world.Player())
, hud(world.BlockTypes())
, aim_normal()
, outline()
, outline_transform(1.0f)
-, move_velocity(0.005f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
+, config(config)
, remove(0)
, selection(1)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, fwd(0)
+, rev(0) {
hud.Viewport(960, 600);
hud.Display(selection);
}
void Interface::Handle(const SDL_KeyboardEvent &event) {
+ if (config.keyboard_disabled) return;
+
switch (event.keysym.sym) {
case SDLK_w:
- front = event.state == SDL_PRESSED;
+ rev.z = event.state == SDL_PRESSED;
break;
case SDLK_s:
- back = event.state == SDL_PRESSED;
+ fwd.z = event.state == SDL_PRESSED;
break;
case SDLK_a:
- left = event.state == SDL_PRESSED;
+ rev.x = event.state == SDL_PRESSED;
break;
case SDLK_d:
- right = event.state == SDL_PRESSED;
+ fwd.x = event.state == SDL_PRESSED;
break;
case SDLK_SPACE:
- up = event.state == SDL_PRESSED;
+ fwd.y = event.state == SDL_PRESSED;
break;
case SDLK_LSHIFT:
- down = event.state == SDL_PRESSED;
+ rev.y = event.state == SDL_PRESSED;
break;
case SDLK_q:
if (event.state == SDL_PRESSED) {
PrintBlockInfo();
}
+ break;
+ case SDLK_c:
+ if (event.state == SDL_PRESSED) {
+ PrintChunkInfo();
+ }
+ break;
+ case SDLK_l:
+ if (event.state == SDL_PRESSED) {
+ PrintLightInfo();
+ }
+ break;
case SDLK_p:
if (event.state == SDL_PRESSED) {
PrintSelectionInfo();
}
+ break;
}
}
std::cout << std::endl;
if (!aim_chunk) {
std::cout << "not looking at any block" << std::endl;
+ Ray aim = ctrl.Aim();
+ std::cout << "aim ray: " << aim.orig << ", " << aim.dir << std::endl;
return;
}
std::cout << "looking at block " << aim_block
Print(aim_chunk->BlockAt(aim_block));
}
+void Interface::PrintChunkInfo() {
+ std::cout << std::endl;
+ if (!aim_chunk) {
+ std::cout << "not looking at any block" << std::endl;
+ return;
+ }
+ std::cout << "looking at chunk "
+ << aim_chunk->Position()
+ << std::endl;
+
+ std::cout << " neighbors:" << std::endl;
+ if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+ std::cout << " left " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+ std::cout << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+ std::cout << " up " << aim_chunk->GetNeighbor(Block::FACE_UP).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+ std::cout << " down " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+ std::cout << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position() << std::endl;
+ }
+ if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+ std::cout << " back " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position() << std::endl;
+ }
+ std::cout << std::endl;
+}
+
+void Interface::PrintLightInfo() {
+ std::cout
+ << "light level " << world.PlayerChunk().GetLight(world.Player().Position())
+ << " at position " << world.Player().Position()
+ << std::endl;
+}
+
void Interface::PrintSelectionInfo() {
std::cout << std::endl;
Print(selection);
void Interface::Handle(const SDL_MouseMotionEvent &event) {
- ctrl.RotateYaw(event.xrel * yaw_sensitivity);
- ctrl.RotatePitch(event.yrel * pitch_sensitivity);
+ if (config.mouse_disabled) return;
+ ctrl.RotateYaw(event.xrel * config.yaw_sensitivity);
+ ctrl.RotatePitch(event.yrel * config.pitch_sensitivity);
}
void Interface::Handle(const SDL_MouseButtonEvent &event) {
+ if (config.mouse_disabled) return;
+
if (event.state != SDL_PRESSED) return;
if (event.button == 1) {
mod_chunk = &world.Next(*aim_chunk, aim_normal);
next_pos -= aim_normal * glm::vec3(Chunk::Extent());
}
- mod_chunk->BlockAt(next_pos) = selection;
+ mod_chunk->SetBlock(next_pos, selection);
mod_chunk->Invalidate();
}
-void Interface::RemoveBlock() {
+void Interface::RemoveBlock() noexcept {
if (!aim_chunk) return;
- aim_chunk->BlockAt(aim_block) = remove;
+ aim_chunk->SetBlock(aim_block, remove);
aim_chunk->Invalidate();
}
void Interface::Handle(const SDL_MouseWheelEvent &event) {
+ if (config.mouse_disabled) return;
+
if (event.y < 0) {
SelectNext();
} else if (event.y > 0) {
hud.Display(selection);
}
-void Interface::Handle(const SDL_WindowEvent &event) {
+void Interface::Handle(const SDL_WindowEvent &event) noexcept {
if (event.event == SDL_WINDOWEVENT_RESIZED) {
hud.Viewport(event.data1, event.data2);
}
void Interface::Update(int dt) {
- glm::vec3 vel;
- if (right && !left) {
- vel.x = move_velocity;
- } else if (left && !right) {
- vel.x = -move_velocity;
- }
- if (up && !down) {
- vel.y = move_velocity;
- } else if (down && !up) {
- vel.y = -move_velocity;
- }
- if (back && !front) {
- vel.z = move_velocity;
- } else if (front && !back) {
- vel.z = -move_velocity;
- }
- ctrl.Velocity(vel);
+ ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
ctrl.Update(dt);
Ray aim = ctrl.Aim();
}
-void Interface::Render(DirectionalLighting &program) {
+void Interface::Render(DirectionalLighting &program) noexcept {
+ if (config.visual_disabled) return;
+
if (aim_chunk) {
program.SetM(outline_transform);
outline.Draw();