+#include "ClientController.hpp"
+#include "DirectInput.hpp"
#include "HUD.hpp"
+#include "InteractiveManipulator.hpp"
#include "Interface.hpp"
#include "Keymap.hpp"
+#include "PlayerController.hpp"
#include "../app/Assets.hpp"
+#include "../app/Config.hpp"
#include "../app/Environment.hpp"
#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
#include "../audio/Audio.hpp"
+#include "../audio/SoundBank.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
-#include "../model/shapes.hpp"
+#include "../model/bounds.hpp"
+#include "../net/CongestionControl.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/World.hpp"
+#include "../world/WorldManipulator.hpp"
#include <algorithm>
#include <cmath>
#include <iostream>
+#include <map>
#include <sstream>
#include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtx/projection.hpp>
+#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/io.hpp>
namespace blank {
-HUD::HUD(const BlockTypeRegistry &types, const Font &font)
-: types(types)
-, font(font)
+PlayerController::PlayerController(World &world, Player &player)
+: world(world)
+, player(player)
+, move_dir(0.0f)
+, dirty(true)
+, aim_world()
+, aim_entity() {
+ player.GetEntity().SetController(*this);
+ player.GetEntity().GetSteering().SetAcceleration(5.0f);
+}
+
+PlayerController::~PlayerController() {
+ if (&player.GetEntity().GetController() == this) {
+ player.GetEntity().UnsetController();
+ }
+}
+
+void PlayerController::SetMovement(const glm::vec3 &m) noexcept {
+ if (glm::dot(m, m) > 1.0f) {
+ move_dir = glm::normalize(m);
+ } else {
+ move_dir = m;
+ }
+ Invalidate();
+}
+
+void PlayerController::TurnHead(float dp, float dy) noexcept {
+ player.GetEntity().TurnHead(dp, dy);
+}
+
+float PlayerController::GetPitch() const noexcept {
+ return player.GetEntity().Pitch();
+}
+
+float PlayerController::GetYaw() const noexcept {
+ return player.GetEntity().Yaw();
+}
+
+void PlayerController::SelectInventory(int i) noexcept {
+ player.SetInventorySlot(i);
+}
+
+int PlayerController::InventorySlot() const noexcept {
+ return player.GetInventorySlot();
+}
+
+void PlayerController::Invalidate() noexcept {
+ dirty = true;
+}
+
+void PlayerController::UpdatePlayer() noexcept {
+ if (dirty) {
+ Ray aim = player.Aim();
+ Entity &entity = player.GetEntity();
+ if (!world.Intersection(aim, entity.ChunkCoords(), aim_world)) {
+ aim_world = WorldCollision();
+ }
+ if (!world.Intersection(aim, entity, aim_entity)) {
+ aim_entity = EntityCollision();
+ }
+ if (aim_world && aim_entity) {
+ // got both, pick the closest one
+ if (aim_world.depth < aim_entity.depth) {
+ aim_entity = EntityCollision();
+ } else {
+ aim_world = WorldCollision();
+ }
+ }
+ Steering &steering = entity.GetSteering();
+ if (!iszero(move_dir)) {
+ // scale input by max velocity, apply yaw, and transform to world space
+ steering.SetTargetVelocity(glm::vec3(
+ glm::vec4(glm::rotateY(move_dir * entity.MaxVelocity(), entity.Yaw()), 0.0f)
+ * glm::transpose(entity.Transform())
+ ));
+ steering.Enable(Steering::TARGET_VELOCITY);
+ steering.Disable(Steering::HALT);
+ } else {
+ // target velocity of 0 is the same as halt
+ steering.Enable(Steering::HALT);
+ steering.Disable(Steering::TARGET_VELOCITY);
+ }
+ dirty = false;
+ }
+}
+
+
+DirectInput::DirectInput(World &world, Player &player, WorldManipulator &manip)
+: PlayerController(world, player)
+, manip(manip)
+, place_timer(0.25f)
+, remove_timer(0.25f) {
+
+}
+
+void DirectInput::Update(Entity &, float dt) {
+ Invalidate(); // world has changed in the meantime
+ UpdatePlayer();
+
+ remove_timer.Update(dt);
+ if (remove_timer.Hit()) {
+ RemoveBlock();
+ }
+
+ place_timer.Update(dt);
+ if (place_timer.Hit()) {
+ PlaceBlock();
+ }
+}
+
+void DirectInput::StartPrimaryAction() {
+ if (!remove_timer.Running()) {
+ RemoveBlock();
+ remove_timer.Start();
+ }
+}
+
+void DirectInput::StopPrimaryAction() {
+ remove_timer.Stop();
+}
+
+void DirectInput::StartSecondaryAction() {
+ if (!place_timer.Running()) {
+ PlaceBlock();
+ place_timer.Start();
+ }
+}
+
+void DirectInput::StopSecondaryAction() {
+ place_timer.Stop();
+}
+
+void DirectInput::StartTertiaryAction() {
+ PickBlock();
+}
+
+void DirectInput::StopTertiaryAction() {
+ // nothing
+}
+
+void DirectInput::PickBlock() {
+ UpdatePlayer();
+ if (!BlockFocus()) return;
+ SelectInventory(BlockFocus().GetBlock().type - 1);
+}
+
+void DirectInput::PlaceBlock() {
+ // update block focus
+ UpdatePlayer();
+ // do nothing if not looking at any block
+ if (!BlockFocus()) return;
+
+ // determine block adjacent to the face the player is looking at
+ BlockLookup next_block(BlockFocus().chunk, BlockFocus().BlockPos(), Block::NormalFace(BlockFocus().normal));
+ // abort if it's unavailable
+ if (!next_block) {
+ return;
+ }
+
+ // "can replace" check
+ // this prevents players from replacing solid blocks e.g. by looking through slabs
+ // simple for now, should be expanded to include things like
+ // entities in the way or replacable blocks like water and stuff
+ if (next_block.GetBlock().type != 0) {
+ return;
+ }
+
+ Block new_block(InventorySlot() + 1);
+
+ // block's up vector
+ // align with player's up
+ const glm::vec3 player_up(GetPlayer().GetEntity().Up());
+ new_block.SetFace(Block::NormalFace(player_up));
+ // to align with player's local up/down look (like stairs in minecraft), just invert
+ // it if pitch is positive
+ // or, align with focus normal (like logs in minecraft)
+
+ // determine block's turn (local rotation about up axis)
+ // when aligned with player's up (first mode, and currently the only one implemented)
+ // project the player's view forward onto his entity's XZ plane and
+ // use the closest cardinal direction it's pointing in
+ const glm::vec3 view_forward(-GetPlayer().GetEntity().ViewTransform(GetPlayer().GetEntity().ChunkCoords())[2]);
+ // if view is straight up or down, this will be a null vector (NaN after normalization)
+ // in that case maybe the model forward should be used?
+ // the current implementation implicitly falls back to TURN_NONE which is -Z
+ const glm::vec3 local_forward(glm::normalize(view_forward - glm::proj(view_forward, player_up)));
+ // FIXME: I suspect this only works when player_up is positive Y
+ if (local_forward.x > 0.707f) {
+ new_block.SetTurn(Block::TURN_RIGHT);
+ } else if (local_forward.z > 0.707f) {
+ new_block.SetTurn(Block::TURN_AROUND);
+ } else if (local_forward.x < -0.707f) {
+ new_block.SetTurn(Block::TURN_LEFT);
+ }
+ // for mode two ("minecraft stairs") it should work the same, but I haven't properly
+ // thought that through (well, that's also true about the whole face/turn thing, but oh well)
+ // mode three I have absoloutely no clue. that placement would be appropriate for pipe-like
+ // blocks, where turn shouldn't make a difference, but what if it does?
+
+ manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), new_block);
+ Invalidate();
+}
+
+void DirectInput::RemoveBlock() {
+ UpdatePlayer();
+ if (!BlockFocus()) return;
+ manip.SetBlock(BlockFocus().GetChunk(), BlockFocus().block, Block(0));
+ Invalidate();
+}
+
+
+HUD::HUD(Environment &env, Config &config, const Player &player)
+: env(env)
+, config(config)
+, player(player)
+// block focus
+, outline()
+, outline_transform(1.0f)
+, outline_visible(false)
+// "inventory"
, block()
, block_buf()
, block_transform(1.0f)
, block_label()
, block_visible(false)
+// debug overlay
+, counter_text()
+, position_text()
+, orientation_text()
+, block_text()
+, show_block(false)
+, show_entity(false)
+// net stats
+, bandwidth_text()
+, rtt_text()
+, packet_loss_text()
+, show_net(false)
+// message box
+, messages(env.assets.small_ui_font)
+, msg_timer(5000)
+, msg_keep(false)
+// crosshair
, crosshair() {
+ const float ls = env.assets.small_ui_font.LineSkip();
+
+ // "inventory"
block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
block_transform = glm::scale(block_transform, glm::vec3(50.0f));
block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
+ block_label.Position(
+ glm::vec3(50.0f, 85.0f, 0.0f),
+ Gravity::NORTH_WEST,
+ Gravity::NORTH
+ );
+ block_label.Foreground(glm::vec4(1.0f));
+ block_label.Background(glm::vec4(0.5f));
+
+ // debug overlay
+ counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
+ counter_text.Foreground(glm::vec4(1.0f));
+ counter_text.Background(glm::vec4(0.5f));
+ position_text.Position(glm::vec3(-25.0f, 25.0f + ls, 0.0f), Gravity::NORTH_EAST);
+ position_text.Foreground(glm::vec4(1.0f));
+ position_text.Background(glm::vec4(0.5f));
+ orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * ls, 0.0f), Gravity::NORTH_EAST);
+ orientation_text.Foreground(glm::vec4(1.0f));
+ orientation_text.Background(glm::vec4(0.5f));
+ block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
+ block_text.Foreground(glm::vec4(1.0f));
+ block_text.Background(glm::vec4(0.5f));
+ block_text.Set(env.assets.small_ui_font, "Block: none");
+ entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
+ entity_text.Foreground(glm::vec4(1.0f));
+ entity_text.Background(glm::vec4(0.5f));
+ entity_text.Set(env.assets.small_ui_font, "Entity: none");
+
+ // net stats
+ bandwidth_text.Position(glm::vec3(-25.0f, 25.0f + 6 * ls, 0.0f), Gravity::NORTH_EAST);
+ bandwidth_text.Foreground(glm::vec4(1.0f));
+ bandwidth_text.Background(glm::vec4(0.5f));
+ bandwidth_text.Set(env.assets.small_ui_font, "TX: 0.0KB/s RX: 0.0KB/s");
+ rtt_text.Position(glm::vec3(-25.0f, 25.0f + 7 * ls, 0.0f), Gravity::NORTH_EAST);
+ rtt_text.Foreground(glm::vec4(1.0f));
+ rtt_text.Background(glm::vec4(0.5f));
+ rtt_text.Set(env.assets.small_ui_font, "RTT: unavailable");
+ packet_loss_text.Position(glm::vec3(-25.0f, 25.0f + 8 * ls, 0.0f), Gravity::NORTH_EAST);
+ packet_loss_text.Foreground(glm::vec4(1.0f));
+ packet_loss_text.Background(glm::vec4(0.5f));
+ packet_loss_text.Set(env.assets.small_ui_font, "Packet loss: 0.0%");
+
+ // message box
+ messages.Position(glm::vec3(25.0f, -25.0f - 2 * ls, 0.0f), Gravity::SOUTH_WEST);
+ messages.Foreground(glm::vec4(1.0f));
+ messages.Background(glm::vec4(0.5f));
- OutlineModel::Buffer buf;
+ // crosshair
+ PrimitiveMesh::Buffer buf;
buf.vertices = std::vector<glm::vec3>({
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
- buf.indices = std::vector<OutlineModel::Index>({
+ buf.indices = std::vector<PrimitiveMesh::Index>({
0, 1, 2, 3
});
- buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
+ buf.colors.resize(4, { 255, 255, 255, 255 });
crosshair.Update(buf);
+}
+
+namespace {
+
+PrimitiveMesh::Buffer outl_buf;
- block_label.Position(
- glm::vec3(50.0f, 85.0f, 0.0f),
- Gravity::NORTH_WEST,
- Gravity::NORTH
- );
- block_label.Foreground(glm::vec4(1.0f));
- block_label.Background(glm::vec4(0.5f));
}
+void HUD::FocusBlock(const Chunk &chunk, int index) {
+ const Block &block = chunk.BlockAt(index);
+ const BlockType &type = chunk.Type(index);
+ outl_buf.Clear();
+ type.OutlinePrimitiveMesh(outl_buf);
+ outline.Update(outl_buf);
+ outline_transform = chunk.Transform(player.GetEntity().ChunkCoords());
+ outline_transform *= chunk.ToTransform(Chunk::ToPos(index), index);
+ outline_transform *= glm::scale(glm::vec3(1.005f));
+ outline_visible = true;
+ {
+ std::stringstream s;
+ s << "Block: "
+ << type.label
+ << ", face: " << block.GetFace()
+ << ", turn: " << block.GetTurn();
+ block_text.Set(env.assets.small_ui_font, s.str());
+ }
+ show_block = true;
+ show_entity = false;
+}
-void HUD::Display(const Block &b) {
- const BlockType &type = types.Get(b.type);
+void HUD::FocusEntity(const Entity &entity) {
+ {
+ std::stringstream s;
+ s << "Entity: " << entity.Name();
+ entity_text.Set(env.assets.small_ui_font, s.str());
+ }
+ show_block = false;
+ show_entity = true;
+}
+
+void HUD::FocusNone() {
+ outline_visible = false;
+ show_block = false;
+ show_entity = false;
+}
+
+void HUD::DisplayNone() {
+ block_visible = false;
+}
+void HUD::Display(const BlockType &type) {
block_buf.Clear();
- type.FillEntityModel(block_buf, b.Transform());
+ type.FillEntityMesh(block_buf);
block.Update(block_buf);
- block_label.Set(font, type.label);
+ block_label.Set(env.assets.small_ui_font, type.label);
block_visible = type.visible;
}
+void HUD::UpdateDebug() {
+ UpdateCounter();
+ UpdatePosition();
+ UpdateOrientation();
+}
+
+void HUD::UpdateCounter() {
+ std::stringstream s;
+ s << std::setprecision(3) <<
+ "avg: " << env.counter.Average().running << "ms, "
+ "peak: " << env.counter.Peak().running << "ms";
+ std::string text = s.str();
+ counter_text.Set(env.assets.small_ui_font, text);
+}
+
+void HUD::UpdatePosition() {
+ std::stringstream s;
+ s << std::setprecision(3) << "pos: " << player.GetEntity().AbsolutePosition();
+ position_text.Set(env.assets.small_ui_font, s.str());
+}
+
+void HUD::UpdateOrientation() {
+ std::stringstream s;
+ s << std::setprecision(3) << "pitch: " << glm::degrees(player.GetEntity().Pitch())
+ << ", yaw: " << glm::degrees(player.GetEntity().Yaw());
+ orientation_text.Set(env.assets.small_ui_font, s.str());
+}
+
+void HUD::PostMessage(const char *msg) {
+ messages.PushLine(msg);
+ msg_timer.Reset();
+ msg_timer.Start();
+ std::cout << msg << std::endl;
+}
+
+
+void HUD::UpdateNetStats(const CongestionControl &stat) {
+ if (!config.video.debug) return;
+
+ std::stringstream s;
+ s << std::fixed << std::setprecision(1)
+ << "TX: " << stat.Upstream()
+ << "KB/s, RX: " << stat.Downstream() << "KB/s";
+ bandwidth_text.Set(env.assets.small_ui_font, s.str());
+
+ s.str("");
+ s << "RTT: " << stat.RoundTripTime() << "ms";
+ rtt_text.Set(env.assets.small_ui_font, s.str());
+
+ s.str("");
+ s << "Packet loss: " << (stat.PacketLoss() * 100.0f) << "%";
+ packet_loss_text.Set(env.assets.small_ui_font, s.str());
+
+ show_net = true;
+}
+
+
+void HUD::Update(int dt) {
+ msg_timer.Update(dt);
+ if (msg_timer.HitOnce()) {
+ msg_timer.Stop();
+ }
+
+ if (config.video.debug) {
+ if (env.counter.Changed()) {
+ UpdateCounter();
+ }
+ UpdatePosition();
+ UpdateOrientation();
+ }
+}
+
void HUD::Render(Viewport &viewport) noexcept {
+ // block focus
+ if (outline_visible && config.video.world) {
+ PlainColor &outline_prog = viewport.WorldColorProgram();
+ outline_prog.SetM(outline_transform);
+ outline.DrawLines();
+ }
+
+ // clear depth buffer so everything renders above the world
viewport.ClearDepth();
- PlainColor &outline_prog = viewport.HUDOutlineProgram();
- viewport.EnableInvertBlending();
- viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
- outline_prog.SetM(viewport.Cursor());
- crosshair.Draw();
-
- if (block_visible) {
- DirectionalLighting &world_prog = viewport.HUDProgram();
- world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
- // disable distance fog
- world_prog.SetFogDensity(0.0f);
-
- viewport.DisableBlending();
- world_prog.SetM(block_transform);
- block.Draw();
- block_label.Render(viewport);
+ if (config.video.hud) {
+ // "inventory"
+ if (block_visible) {
+ DirectionalLighting &world_prog = viewport.HUDProgram();
+ world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ world_prog.SetLightColor({ 1.0f, 1.0f, 1.0f });
+ world_prog.SetAmbientColor({ 0.1f, 0.1f, 0.1f });
+ // disable distance fog
+ world_prog.SetFogDensity(0.0f);
+
+ viewport.DisableBlending();
+ world_prog.SetM(block_transform);
+ block.Draw();
+ block_label.Render(viewport);
+ }
+
+ // message box
+ if (msg_keep || msg_timer.Running()) {
+ messages.Render(viewport);
+ }
+
+ // crosshair
+ PlainColor &outline_prog = viewport.HUDColorProgram();
+ viewport.EnableInvertBlending();
+ viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
+ outline_prog.SetM(viewport.Cursor());
+ crosshair.DrawLines();
+ }
+
+ // debug overlay
+ if (config.video.debug) {
+ counter_text.Render(viewport);
+ position_text.Render(viewport);
+ orientation_text.Render(viewport);
+ if (show_block) {
+ block_text.Render(viewport);
+ } else if (show_entity) {
+ entity_text.Render(viewport);
+ }
+ if (show_net) {
+ bandwidth_text.Render(viewport);
+ rtt_text.Render(viewport);
+ packet_loss_text.Render(viewport);
+ }
+ }
+}
+
+
+InteractiveManipulator::InteractiveManipulator(Audio &audio, const SoundBank &sounds, Entity &player)
+: player(player)
+, audio(audio)
+, sounds(sounds) {
+
+}
+
+void InteractiveManipulator::SetBlock(Chunk &chunk, int index, const Block &block) {
+ const BlockType &old_type = chunk.Type(index);
+ chunk.SetBlock(index, block);
+ const BlockType &new_type = chunk.Type(index);
+ glm::vec3 coords = chunk.ToSceneCoords(player.ChunkCoords(), Chunk::ToCoords(index));
+ if (new_type.id == 0) {
+ if (old_type.remove_sound >= 0) {
+ audio.Play(sounds[old_type.remove_sound], coords);
+ }
+ } else {
+ if (new_type.place_sound >= 0) {
+ audio.Play(sounds[new_type.place_sound], coords);
+ }
}
}
Interface::Interface(
- const Config &config,
- Environment &env,
- World &world)
-: env(env)
-, world(world)
-, ctrl(world.Player())
-, hud(world.BlockTypes(), env.assets.small_ui_font)
-, aim{{ 0, 0, 0 }, { 0, 0, -1 }}
-, aim_world()
-, aim_entity()
-, outline()
-, outline_transform(1.0f)
-, counter_text()
-, position_text()
-, orientation_text()
-, block_text()
-, last_block()
-, last_entity(nullptr)
-, messages(env.assets.small_ui_font)
-, msg_timer(5000)
-, config(config)
-, place_timer(256)
-, remove_timer(256)
-, remove(0)
-, selection(1)
-, place_sound(env.assets.LoadSound("thump"))
-, remove_sound(env.assets.LoadSound("plop"))
+ Config &config,
+ const Keymap &keymap,
+ PlayerController &pc,
+ ClientController &cc)
+: config(config)
+, keymap(keymap)
+, player_ctrl(pc)
+, client_ctrl(cc)
, fwd(0)
, rev(0)
-, debug(false) {
- counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
- counter_text.Foreground(glm::vec4(1.0f));
- counter_text.Background(glm::vec4(0.5f));
- position_text.Position(glm::vec3(-25.0f, 25.0f + env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
- position_text.Foreground(glm::vec4(1.0f));
- position_text.Background(glm::vec4(0.5f));
- orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
- orientation_text.Foreground(glm::vec4(1.0f));
- orientation_text.Background(glm::vec4(0.5f));
- block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
- block_text.Foreground(glm::vec4(1.0f));
- block_text.Background(glm::vec4(0.5f));
- block_text.Set(env.assets.small_ui_font, "Block: none");
- entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
- entity_text.Foreground(glm::vec4(1.0f));
- entity_text.Background(glm::vec4(0.5f));
- entity_text.Set(env.assets.small_ui_font, "Entity: none");
- messages.Position(glm::vec3(25.0f, -25.0f, 0.0f), Gravity::SOUTH_WEST);
- messages.Foreground(glm::vec4(1.0f));
- messages.Background(glm::vec4(0.5f));
- hud.Display(selection);
+, num_slots(10)
+, locked(false) {
+
}
+void Interface::Lock() {
+ fwd = glm::ivec3(0);
+ rev = glm::ivec3(0);
+ locked = true;
+}
+
+void Interface::Unlock() {
+ locked = false;
+}
void Interface::HandlePress(const SDL_KeyboardEvent &event) {
- if (config.keyboard_disabled) return;
+ if (!config.input.keyboard) return;
- switch (env.keymap.Lookup(event)) {
+ Keymap::Action action = keymap.Lookup(event);
+ switch (action) {
case Keymap::MOVE_FORWARD:
rev.z = 1;
+ UpdateMovement();
break;
case Keymap::MOVE_BACKWARD:
fwd.z = 1;
+ UpdateMovement();
break;
case Keymap::MOVE_LEFT:
rev.x = 1;
+ UpdateMovement();
break;
case Keymap::MOVE_RIGHT:
fwd.x = 1;
+ UpdateMovement();
break;
case Keymap::MOVE_UP:
fwd.y = 1;
+ UpdateMovement();
break;
case Keymap::MOVE_DOWN:
rev.y = 1;
+ UpdateMovement();
break;
- case Keymap::BLOCK_FACE:
- FaceBlock();
- break;
- case Keymap::BLOCK_TURN:
- TurnBlock();
+ case Keymap::PRIMARY:
+ player_ctrl.StartPrimaryAction();
break;
- case Keymap::BLOCK_NEXT:
- SelectNext();
+ case Keymap::SECONDARY:
+ player_ctrl.StartSecondaryAction();
break;
- case Keymap::BLOCK_PREV:
- SelectPrevious();
+ case Keymap::TERTIARY:
+ player_ctrl.StartTertiaryAction();
break;
- case Keymap::BLOCK_PLACE:
- PlaceBlock();
+ case Keymap::INV_NEXT:
+ InvRel(1);
break;
- case Keymap::BLOCK_PICK:
- PickBlock();
+ case Keymap::INV_PREVIOUS:
+ InvRel(-1);
break;
- case Keymap::BLOCK_REMOVE:
- RemoveBlock();
+ case Keymap::INV_1:
+ case Keymap::INV_2:
+ case Keymap::INV_3:
+ case Keymap::INV_4:
+ case Keymap::INV_5:
+ case Keymap::INV_6:
+ case Keymap::INV_7:
+ case Keymap::INV_8:
+ case Keymap::INV_9:
+ case Keymap::INV_10:
+ InvAbs(action - Keymap::INV_1);
break;
- case Keymap::TOGGLE_COLLISION:
- ToggleCollision();
+ case Keymap::EXIT:
+ client_ctrl.Exit();
break;
- case Keymap::PRINT_BLOCK:
- PrintBlockInfo();
- break;
- case Keymap::PRINT_CHUNK:
- PrintChunkInfo();
- break;
- case Keymap::PRINT_LIGHT:
- PrintLightInfo();
+ case Keymap::TOGGLE_AUDIO:
+ client_ctrl.SetAudio(!config.audio.enabled);
break;
- case Keymap::PRINT_SELECTION:
- PrintSelectionInfo();
+ case Keymap::TOGGLE_VIDEO:
+ client_ctrl.SetVideo(!config.video.world);
break;
-
- case Keymap::TOGGLE_VISUAL:
- ToggleVisual();
+ case Keymap::TOGGLE_HUD:
+ client_ctrl.SetHUD(!config.video.hud);
break;
case Keymap::TOGGLE_DEBUG:
- ToggleDebug();
+ client_ctrl.SetDebug(!config.video.debug);
break;
- case Keymap::TOGGLE_AUDIO:
- ToggleAudio();
- break;
-
- case Keymap::EXIT:
- env.state.Pop();
+ case Keymap::CAMERA_NEXT:
+ client_ctrl.NextCamera();
break;
default:
}
void Interface::HandleRelease(const SDL_KeyboardEvent &event) {
- if (config.keyboard_disabled) return;
+ if (!config.input.keyboard) return;
- switch (env.keymap.Lookup(event)) {
+ switch (keymap.Lookup(event)) {
case Keymap::MOVE_FORWARD:
rev.z = 0;
+ UpdateMovement();
break;
case Keymap::MOVE_BACKWARD:
fwd.z = 0;
+ UpdateMovement();
break;
case Keymap::MOVE_LEFT:
rev.x = 0;
+ UpdateMovement();
break;
case Keymap::MOVE_RIGHT:
fwd.x = 0;
+ UpdateMovement();
break;
case Keymap::MOVE_UP:
fwd.y = 0;
+ UpdateMovement();
break;
case Keymap::MOVE_DOWN:
rev.y = 0;
+ UpdateMovement();
break;
- default:
+ case Keymap::PRIMARY:
+ player_ctrl.StopPrimaryAction();
+ break;
+ case Keymap::SECONDARY:
+ player_ctrl.StopSecondaryAction();
+ break;
+ case Keymap::TERTIARY:
+ player_ctrl.StopTertiaryAction();
break;
- }
-}
-
-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::ToggleCollision() {
- ctrl.Controlled().WorldCollidable(!ctrl.Controlled().WorldCollidable());
- if (ctrl.Controlled().WorldCollidable()) {
- PostMessage("collision on");
- } else {
- PostMessage("collision off");
- }
-}
-
-void Interface::PrintBlockInfo() {
- std::cout << std::endl;
- if (!aim_world) {
- PostMessage("not looking at any block");
- Ray aim = ctrl.Aim();
- std::stringstream s;
- s << "aim ray: " << aim.orig << ", " << aim.dir;
- PostMessage(s.str());
- return;
- }
- std::stringstream s;
- s << "looking at block " << aim_world.block
- << " " << aim_world.BlockCoords()
- << " of chunk " << aim_world.GetChunk().Position()
- ;
- PostMessage(s.str());
- Print(aim_world.GetBlock());
-}
-
-void Interface::PrintChunkInfo() {
- std::cout << std::endl;
- if (!aim_world) {
- PostMessage("not looking at any block");
- return;
- }
- std::stringstream s;
- s << "looking at chunk " << aim_world.GetChunk().Position();
- PostMessage(s.str());
-
- PostMessage(" neighbors:");
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_LEFT)) {
- s.str("");
- s << " left " << aim_world.GetChunk().GetNeighbor(Block::FACE_LEFT).Position();
- PostMessage(s.str());
- }
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_RIGHT)) {
- s.str("");
- s << " right " << aim_world.GetChunk().GetNeighbor(Block::FACE_RIGHT).Position();
- PostMessage(s.str());
- }
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_UP)) {
- s.str("");
- s << " up " << aim_world.GetChunk().GetNeighbor(Block::FACE_UP).Position();
- PostMessage(s.str());
- }
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_DOWN)) {
- s.str("");
- s << " down " << aim_world.GetChunk().GetNeighbor(Block::FACE_DOWN).Position();
- PostMessage(s.str());
- }
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_FRONT)) {
- s.str("");
- s << " front " << aim_world.GetChunk().GetNeighbor(Block::FACE_FRONT).Position();
- PostMessage(s.str());
- }
- if (aim_world.GetChunk().HasNeighbor(Block::FACE_BACK)) {
- s.str("");
- s << " back " << aim_world.GetChunk().GetNeighbor(Block::FACE_BACK).Position();
- PostMessage(s.str());
- }
- std::cout << std::endl;
-}
-
-void Interface::PrintLightInfo() {
- std::stringstream s;
- s
- << "light level " << world.PlayerChunk().GetLight(world.Player().Position())
- << " at position " << world.Player().Position()
- ;
- PostMessage(s.str());
-}
-
-void Interface::PrintSelectionInfo() {
- std::cout << std::endl;
- Print(selection);
-}
-
-void Interface::Print(const Block &block) {
- std::stringstream s;
- s << "type: " << block.type
- << ", face: " << block.GetFace()
- << ", turn: " << block.GetTurn()
- ;
- PostMessage(s.str());
-}
-
-void Interface::ToggleAudio() {
- config.audio_disabled = !config.audio_disabled;
- if (config.audio_disabled) {
- PostMessage("audio off");
- } else {
- PostMessage("audio on");
- }
-}
-
-void Interface::ToggleVisual() {
- config.visual_disabled = !config.visual_disabled;
- if (config.visual_disabled) {
- PostMessage("visual off");
- } else {
- PostMessage("visual on");
- }
-}
-
-void Interface::ToggleDebug() {
- debug = !debug;
- if (debug) {
- UpdateCounter();
- UpdatePosition();
- UpdateOrientation();
- UpdateBlockInfo();
- UpdateEntityInfo();
- }
-}
-
-void Interface::UpdateCounter() {
- std::stringstream s;
- s << std::setprecision(3) <<
- "avg: " << env.counter.Average().running << "ms, "
- "peak: " << env.counter.Peak().running << "ms";
- std::string text = s.str();
- counter_text.Set(env.assets.small_ui_font, text);
-}
-
-void Interface::UpdatePosition() {
- std::stringstream s;
- s << std::setprecision(3) << "pos: " << ctrl.Controlled().AbsolutePosition();
- position_text.Set(env.assets.small_ui_font, s.str());
-}
-
-void Interface::UpdateOrientation() {
- std::stringstream s;
- s << std::setprecision(3) << "pitch: " << rad2deg(ctrl.Pitch())
- << ", yaw: " << rad2deg(ctrl.Yaw());
- orientation_text.Set(env.assets.small_ui_font, s.str());
-}
-
-void Interface::UpdateBlockInfo() {
- if (aim_world) {
- const Block &block = aim_world.GetBlock();
- if (last_block != block) {
- std::stringstream s;
- s << "Block: "
- << aim_world.GetType().label
- << ", face: " << block.GetFace()
- << ", turn: " << block.GetTurn();
- block_text.Set(env.assets.small_ui_font, s.str());
- last_block = block;
- }
- } else {
- if (last_block != Block()) {
- std::stringstream s;
- s << "Block: none";
- block_text.Set(env.assets.small_ui_font, s.str());
- last_block = Block();
- }
- }
-}
-void Interface::UpdateEntityInfo() {
- if (aim_entity) {
- if (last_entity != aim_entity.entity) {
- std::stringstream s;
- s << "Entity: " << aim_entity.entity->Name();
- entity_text.Set(env.assets.small_ui_font, s.str());
- last_entity = aim_entity.entity;
- }
+ default:
+ break;
}
}
-
void Interface::Handle(const SDL_MouseMotionEvent &event) {
- if (config.mouse_disabled) return;
- ctrl.RotateYaw(event.xrel * config.yaw_sensitivity);
- ctrl.RotatePitch(event.yrel * config.pitch_sensitivity);
+ if (locked || !config.input.mouse) return;
+ player_ctrl.TurnHead(
+ event.yrel * config.input.pitch_sensitivity,
+ event.xrel * config.input.yaw_sensitivity);
}
void Interface::HandlePress(const SDL_MouseButtonEvent &event) {
- if (config.mouse_disabled) return;
+ if (!config.input.mouse) return;
- if (event.button == SDL_BUTTON_LEFT) {
- RemoveBlock();
- remove_timer.Start();
- } else if (event.button == SDL_BUTTON_MIDDLE) {
- PickBlock();
- } else if (event.button == SDL_BUTTON_RIGHT) {
- PlaceBlock();
- place_timer.Start();
+ switch (event.button) {
+ case SDL_BUTTON_LEFT:
+ player_ctrl.StartPrimaryAction();
+ break;
+ case SDL_BUTTON_RIGHT:
+ player_ctrl.StartSecondaryAction();
+ break;
+ case SDL_BUTTON_MIDDLE:
+ player_ctrl.StartTertiaryAction();
+ break;
}
}
void Interface::HandleRelease(const SDL_MouseButtonEvent &event) {
- if (config.mouse_disabled) return;
+ if (!config.input.mouse) return;
- if (event.button == SDL_BUTTON_LEFT) {
- remove_timer.Stop();
- } else if (event.button == SDL_BUTTON_RIGHT) {
- place_timer.Stop();
- }
-}
-
-void Interface::PickBlock() {
- if (!aim_world) return;
- selection = aim_world.GetBlock();
- hud.Display(selection);
-}
-
-void Interface::PlaceBlock() {
- if (!aim_world) return;
-
- glm::vec3 next_pos = aim_world.BlockCoords() + aim_world.normal;
- BlockLookup next_block(&aim_world.GetChunk(), next_pos);
- if (next_block) {
+ switch (event.button) {
+ case SDL_BUTTON_LEFT:
+ player_ctrl.StopPrimaryAction();
+ break;
+ case SDL_BUTTON_RIGHT:
+ player_ctrl.StopSecondaryAction();
+ break;
+ case SDL_BUTTON_MIDDLE:
+ player_ctrl.StopTertiaryAction();
+ break;
}
- next_block.SetBlock(selection);
-
- if (config.audio_disabled) return;
- const Entity &player = ctrl.Controlled();
- env.audio.Play(
- place_sound,
- aim_world.GetChunk().ToSceneCoords(player.ChunkCoords(), next_pos)
- );
-}
-
-void Interface::RemoveBlock() noexcept {
- if (!aim_world) return;
- aim_world.SetBlock(remove);
-
- if (config.audio_disabled) return;
- const Entity &player = ctrl.Controlled();
- env.audio.Play(
- remove_sound,
- aim_world.GetChunk().ToSceneCoords(player.ChunkCoords(), aim_world.BlockCoords())
- );
}
void Interface::Handle(const SDL_MouseWheelEvent &event) {
- if (config.mouse_disabled) return;
+ if (!config.input.mouse) return;
if (event.y < 0) {
- SelectNext();
+ InvRel(1);
} else if (event.y > 0) {
- SelectPrevious();
- }
-}
-
-void Interface::SelectNext() {
- ++selection.type;
- if (size_t(selection.type) >= world.BlockTypes().Size()) {
- selection.type = 1;
- }
- hud.Display(selection);
-}
-
-void Interface::SelectPrevious() {
- --selection.type;
- if (selection.type <= 0) {
- selection.type = world.BlockTypes().Size() - 1;
- }
- hud.Display(selection);
-}
-
-
-void Interface::PostMessage(const char *msg) {
- messages.PushLine(msg);
- msg_timer.Reset();
- msg_timer.Start();
- std::cout << msg << std::endl;
-}
-
-
-void Interface::Update(int dt) {
- ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
- ctrl.Update(dt);
-
- msg_timer.Update(dt);
- place_timer.Update(dt);
- remove_timer.Update(dt);
-
- aim = ctrl.Aim();
- CheckAim();
-
- if (msg_timer.HitOnce()) {
- msg_timer.Stop();
- }
-
- if (remove_timer.Hit()) {
- RemoveBlock();
- CheckAim();
- }
-
- if (place_timer.Hit()) {
- PlaceBlock();
- CheckAim();
- }
-
- if (debug) {
- if (env.counter.Changed()) {
- UpdateCounter();
- }
- UpdatePosition();
- UpdateOrientation();
+ InvRel(-1);
}
}
-namespace {
-
-OutlineModel::Buffer outl_buf;
-
+void Interface::UpdateMovement() {
+ player_ctrl.SetMovement(glm::vec3(fwd - rev));
}
-void Interface::CheckAim() {
- if (!world.Intersection(aim, glm::mat4(1.0f), aim_world)) {
- aim_world = WorldCollision();
+void Interface::InvAbs(int s) {
+ int slot = s % num_slots;
+ while (slot < 0) {
+ slot += num_slots;
}
- if (!world.Intersection(aim, glm::mat4(1.0f), aim_entity)) {
- aim_entity = EntityCollision();
- }
- if (aim_world && aim_entity) {
- // got both, pick the closest one
- if (aim_world.depth < aim_entity.depth) {
- UpdateOutline();
- aim_entity = EntityCollision();
- } else {
- aim_world = WorldCollision();
- }
- } else if (aim_world) {
- UpdateOutline();
- }
- if (debug) {
- UpdateBlockInfo();
- UpdateEntityInfo();
- }
-}
-
-void Interface::UpdateOutline() {
- outl_buf.Clear();
- aim_world.GetType().FillOutlineModel(outl_buf);
- outline.Update(outl_buf);
- outline_transform = aim_world.GetChunk().Transform(world.Player().ChunkCoords());
- outline_transform *= aim_world.BlockTransform();
- outline_transform *= glm::scale(glm::vec3(1.005f));
+ player_ctrl.SelectInventory(slot);
}
-
-void Interface::Render(Viewport &viewport) noexcept {
- if (config.visual_disabled) return;
-
- if (aim_world) {
- PlainColor &outline_prog = viewport.WorldOutlineProgram();
- outline_prog.SetM(outline_transform);
- outline.Draw();
- }
-
- if (debug) {
- counter_text.Render(viewport);
- position_text.Render(viewport);
- orientation_text.Render(viewport);
- if (aim_world) {
- block_text.Render(viewport);
- } else if (aim_entity) {
- entity_text.Render(viewport);
- }
- }
-
- if (msg_timer.Running()) {
- messages.Render(viewport);
- }
-
- hud.Render(viewport);
+void Interface::InvRel(int delta) {
+ InvAbs(player_ctrl.GetPlayer().GetInventorySlot() + delta);
}
codemap[scancode] = action;
}
-Keymap::Action Keymap::Lookup(SDL_Scancode scancode) {
+Keymap::Action Keymap::Lookup(SDL_Scancode scancode) const {
if (scancode < NUM_SCANCODES) {
return codemap[scancode];
} else {
Map(SDL_SCANCODE_LCTRL, MOVE_DOWN);
Map(SDL_SCANCODE_RCTRL, MOVE_DOWN);
- Map(SDL_SCANCODE_Q, BLOCK_FACE);
- Map(SDL_SCANCODE_E, BLOCK_TURN);
- Map(SDL_SCANCODE_TAB, BLOCK_NEXT);
- Map(SDL_SCANCODE_RIGHTBRACKET, BLOCK_NEXT);
- Map(SDL_SCANCODE_LEFTBRACKET, BLOCK_PREV);
-
- Map(SDL_SCANCODE_INSERT, BLOCK_PLACE);
- Map(SDL_SCANCODE_RETURN, BLOCK_PLACE);
- Map(SDL_SCANCODE_MENU, BLOCK_PICK);
- Map(SDL_SCANCODE_DELETE, BLOCK_REMOVE);
- Map(SDL_SCANCODE_BACKSPACE, BLOCK_REMOVE);
-
- Map(SDL_SCANCODE_N, TOGGLE_COLLISION);
- Map(SDL_SCANCODE_F1, TOGGLE_VISUAL);
+ Map(SDL_SCANCODE_TAB, INV_NEXT);
+ Map(SDL_SCANCODE_RIGHTBRACKET, INV_NEXT);
+ Map(SDL_SCANCODE_LEFTBRACKET, INV_PREVIOUS);
+ Map(SDL_SCANCODE_1, INV_1);
+ Map(SDL_SCANCODE_2, INV_2);
+ Map(SDL_SCANCODE_3, INV_3);
+ Map(SDL_SCANCODE_4, INV_4);
+ Map(SDL_SCANCODE_5, INV_5);
+ Map(SDL_SCANCODE_6, INV_6);
+ Map(SDL_SCANCODE_7, INV_7);
+ Map(SDL_SCANCODE_8, INV_8);
+ Map(SDL_SCANCODE_9, INV_9);
+ Map(SDL_SCANCODE_0, INV_10);
+
+ Map(SDL_SCANCODE_INSERT, SECONDARY);
+ Map(SDL_SCANCODE_MENU, TERTIARY);
+ Map(SDL_SCANCODE_DELETE, PRIMARY);
+ Map(SDL_SCANCODE_BACKSPACE, PRIMARY);
+
+ Map(SDL_SCANCODE_F1, TOGGLE_HUD);
+ Map(SDL_SCANCODE_F2, TOGGLE_VIDEO);
Map(SDL_SCANCODE_F3, TOGGLE_DEBUG);
Map(SDL_SCANCODE_F4, TOGGLE_AUDIO);
-
- Map(SDL_SCANCODE_B, PRINT_BLOCK);
- Map(SDL_SCANCODE_C, PRINT_CHUNK);
- Map(SDL_SCANCODE_L, PRINT_LIGHT);
- Map(SDL_SCANCODE_P, PRINT_SELECTION);
+ Map(SDL_SCANCODE_F5, CAMERA_NEXT);
Map(SDL_SCANCODE_ESCAPE, EXIT);
}
}
+namespace {
+
+std::map<std::string, Keymap::Action> action_map = {
+ { "none", Keymap::NONE },
+ { "move_forward", Keymap::MOVE_FORWARD },
+ { "move_backward", Keymap::MOVE_BACKWARD },
+ { "move_left", Keymap::MOVE_LEFT },
+ { "move_right", Keymap::MOVE_RIGHT },
+ { "move_up", Keymap::MOVE_UP },
+ { "move_down", Keymap::MOVE_DOWN },
+
+ { "primary", Keymap::PRIMARY },
+ { "secondary", Keymap::SECONDARY },
+ { "tertiary", Keymap::TERTIARY },
+
+ { "inventory_next", Keymap::INV_NEXT },
+ { "inventory_prev", Keymap::INV_PREVIOUS },
+ { "inventory_1", Keymap::INV_1 },
+ { "inventory_2", Keymap::INV_2 },
+ { "inventory_3", Keymap::INV_3 },
+ { "inventory_4", Keymap::INV_4 },
+ { "inventory_5", Keymap::INV_5 },
+ { "inventory_6", Keymap::INV_6 },
+ { "inventory_7", Keymap::INV_7 },
+ { "inventory_8", Keymap::INV_8 },
+ { "inventory_9", Keymap::INV_9 },
+ { "inventory_10", Keymap::INV_10 },
+
+ { "toggle_audio", Keymap::TOGGLE_AUDIO },
+ { "toggle_video", Keymap::TOGGLE_VIDEO },
+ { "toggle_hud", Keymap::TOGGLE_HUD },
+ { "toggle_debug", Keymap::TOGGLE_DEBUG },
+ { "camera_next", Keymap::CAMERA_NEXT },
+
+ { "exit", Keymap::EXIT },
+};
+
+}
+
const char *Keymap::ActionToString(Action action) {
- switch (action) {
- default:
- case NONE:
- return "none";
- case MOVE_FORWARD:
- return "move_forward";
- case MOVE_BACKWARD:
- return "move_backward";
- case MOVE_LEFT:
- return "move_left";
- case MOVE_RIGHT:
- return "move_right";
- case MOVE_UP:
- return "move_up";
- case MOVE_DOWN:
- return "move_down";
- case BLOCK_FACE:
- return "block_face";
- case BLOCK_TURN:
- return "block_turn";
- case BLOCK_NEXT:
- return "block_next";
- case BLOCK_PREV:
- return "block_prev";
- case BLOCK_PLACE:
- return "block_place";
- case BLOCK_PICK:
- return "block_pick";
- case BLOCK_REMOVE:
- return "block_remove";
- case TOGGLE_COLLISION:
- return "toggle_collision";
- case TOGGLE_AUDIO:
- return "toggle_audio";
- case TOGGLE_VISUAL:
- return "toggle_visual";
- case TOGGLE_DEBUG:
- return "toggle_debug";
- case PRINT_BLOCK:
- return "print_block";
- case PRINT_CHUNK:
- return "print_chunk";
- case PRINT_LIGHT:
- return "print_light";
- case PRINT_SELECTION:
- return "print_selection";
- case EXIT:
- return "exit";
+ for (const auto &entry : action_map) {
+ if (action == entry.second) {
+ return entry.first.c_str();
+ }
}
+ return "none";
}
Keymap::Action Keymap::StringToAction(const std::string &str) {
- if (str == "move_forward") {
- return MOVE_FORWARD;
- } else if (str == "move_backward") {
- return MOVE_BACKWARD;
- } else if (str == "move_left") {
- return MOVE_LEFT;
- } else if (str == "move_right") {
- return MOVE_RIGHT;
- } else if (str == "move_up") {
- return MOVE_UP;
- } else if (str == "move_down") {
- return MOVE_DOWN;
- } else if (str == "block_face") {
- return BLOCK_FACE;
- } else if (str == "block_turn") {
- return BLOCK_TURN;
- } else if (str == "block_next") {
- return BLOCK_NEXT;
- } else if (str == "block_prev") {
- return BLOCK_PREV;
- } else if (str == "block_place") {
- return BLOCK_PLACE;
- } else if (str == "block_pick") {
- return BLOCK_PICK;
- } else if (str == "block_remove") {
- return BLOCK_REMOVE;
- } else if (str == "toggle_collision") {
- return TOGGLE_COLLISION;
- } else if (str == "toggle_audio") {
- return TOGGLE_AUDIO;
- } else if (str == "toggle_visual") {
- return TOGGLE_VISUAL;
- } else if (str == "toggle_debug") {
- return TOGGLE_DEBUG;
- } else if (str == "print_block") {
- return PRINT_BLOCK;
- } else if (str == "print_chunk") {
- return PRINT_CHUNK;
- } else if (str == "print_light") {
- return PRINT_LIGHT;
- } else if (str == "print_selection") {
- return PRINT_SELECTION;
- } else if (str == "exit") {
- return EXIT;
+ auto entry = action_map.find(str);
+ if (entry != action_map.end()) {
+ return entry->second;
} else {
+ std::cerr << "unknown action \"" << str << '"' << std::endl;
return NONE;
}
}