+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::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::Print(const Block &block) {
+ std::cout << "type: " << block.type
+ << ", face: " << block.GetFace()
+ << ", turn: " << block.GetTurn()
+ << std::endl;
+}
+
+