]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
minor optimizations in chunk
[blank.git] / src / interface.cpp
index 1f66b73e06ffc56afd1da35b1b502cafbdb0d193..a5dcc0e06a77b9a7caf6f90cd26cd7f02ebcb3e1 100644 (file)
 #include "interface.hpp"
 
-#include "geometry.hpp"
 #include "world.hpp"
 
-#include <glm/glm.hpp>
+#include <iostream>
 #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{{ 0, 0, 0 }, { 0, 0, -1 }}
 , aim_chunk(nullptr)
 , aim_block(0)
 , aim_normal()
 , outline()
 , outline_transform(1.0f)
-, move_velocity(0.005f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
+, config(config)
+, place_timer(256)
+, remove_timer(256)
 , 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) {
+void Interface::HandlePress(const SDL_KeyboardEvent &event) {
+       if (config.keyboard_disabled) return;
+
        switch (event.keysym.sym) {
                case SDLK_w:
-                       front = event.state == SDL_PRESSED;
+                       rev.z = 1;
                        break;
                case SDLK_s:
-                       back = event.state == SDL_PRESSED;
+                       fwd.z = 1;
                        break;
                case SDLK_a:
-                       left = event.state == SDL_PRESSED;
+                       rev.x = 1;
                        break;
                case SDLK_d:
-                       right = event.state == SDL_PRESSED;
+                       fwd.x = 1;
                        break;
                case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
+                       fwd.y = 1;
                        break;
                case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
+                       rev.y = 1;
                        break;
 
                case SDLK_q:
-                       if (event.state == SDL_PRESSED) {
-                               FaceBlock();
-                       }
+                       FaceBlock();
                        break;
                case SDLK_e:
-                       if (event.state == SDL_PRESSED) {
-                               TurnBlock();
-                       }
+                       TurnBlock();
+                       break;
+
+               case SDLK_b:
+                       PrintBlockInfo();
+                       break;
+               case SDLK_c:
+                       PrintChunkInfo();
+                       break;
+               case SDLK_l:
+                       PrintLightInfo();
+                       break;
+               case SDLK_p:
+                       PrintSelectionInfo();
+                       break;
+       }
+}
+
+void Interface::HandleRelease(const SDL_KeyboardEvent &event) {
+       if (config.keyboard_disabled) return;
+
+       switch (event.keysym.sym) {
+               case SDLK_w:
+                       rev.z = 0;
+                       break;
+               case SDLK_s:
+                       fwd.z = 0;
+                       break;
+               case SDLK_a:
+                       rev.x = 0;
+                       break;
+               case SDLK_d:
+                       fwd.x = 0;
+                       break;
+               case SDLK_SPACE:
+                       fwd.y = 0;
+                       break;
+               case SDLK_LSHIFT:
+                       rev.y = 0;
                        break;
        }
 }
@@ -78,21 +111,100 @@ void Interface::TurnBlock() {
        hud.Display(selection);
 }
 
+void Interface::PrintBlockInfo() {
+       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
+               << " " << Chunk::ToCoords(aim_block)
+               << " of chunk " << aim_chunk->Position()
+               << std::endl;
+       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::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);
+       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 (event.state != SDL_PRESSED) return;
+void Interface::HandlePress(const SDL_MouseButtonEvent &event) {
+       if (config.mouse_disabled) return;
 
        if (event.button == 1) {
                RemoveBlock();
+               remove_timer.Start();
        } else if (event.button == 2) {
                PickBlock();
        } else if (event.button == 3) {
                PlaceBlock();
+               place_timer.Start();
+       }
+}
+
+void Interface::HandleRelease(const SDL_MouseButtonEvent &event) {
+       if (config.mouse_disabled) return;
+
+       if (event.button == 1) {
+               remove_timer.Stop();
+       } else if (event.button == 3) {
+               place_timer.Stop();
        }
 }
 
@@ -110,18 +222,20 @@ void Interface::PlaceBlock() {
                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) {
@@ -145,7 +259,7 @@ void Interface::SelectPrevious() {
        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);
        }
@@ -153,41 +267,43 @@ void Interface::Handle(const SDL_WindowEvent &event) {
 
 
 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();
+       place_timer.Update(dt);
+       remove_timer.Update(dt);
+
+       aim = ctrl.Aim();
+       CheckAim();
+
+       if (remove_timer.Hit()) {
+               RemoveBlock();
+               CheckAim();
+       }
+
+       if (place_timer.Hit()) {
+               PlaceBlock();
+               CheckAim();
+       }
+}
+
+void Interface::CheckAim() {
        float dist;
        if (world.Intersection(aim, glm::mat4(1.0f), &aim_chunk, &aim_block, &dist, &aim_normal)) {
                outline.Clear();
                aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
-               outline_transform = glm::scale(glm::mat4(1.0f), glm::vec3(1.0002f));
-               outline_transform = aim_chunk->Transform(world.Player().ChunkCoords());
-               outline_transform *= aim_chunk->ToTransform(aim_block);
+               outline_transform = glm::scale(glm::vec3(1.0002f));
+               outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
+               outline_transform *= aim_chunk->ToTransform(Chunk::ToPos(aim_block), aim_block);
        } else {
                aim_chunk = nullptr;
        }
-
 }
 
 
-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();