+
+ 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;