]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
trying to fix the initial aiming issue
[blank.git] / src / interface.cpp
index 1f66b73e06ffc56afd1da35b1b502cafbdb0d193..b5aac9641061038a294fa5dea4a541ba8d19a546 100644 (file)
@@ -3,13 +3,15 @@
 #include "geometry.hpp"
 #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())
@@ -18,9 +20,7 @@ Interface::Interface(World &world)
 , 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)
@@ -35,6 +35,8 @@ Interface::Interface(World &world)
 
 
 void Interface::Handle(const SDL_KeyboardEvent &event) {
+       if (config.keyboard_disabled) return;
+
        switch (event.keysym.sym) {
                case SDLK_w:
                        front = event.state == SDL_PRESSED;
@@ -65,6 +67,27 @@ void Interface::Handle(const SDL_KeyboardEvent &event) {
                                TurnBlock();
                        }
                        break;
+
+               case SDLK_b:
+                       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;
        }
 }
 
@@ -78,13 +101,82 @@ 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 (config.mouse_disabled) return;
+
        if (event.state != SDL_PRESSED) return;
 
        if (event.button == 1) {
@@ -110,18 +202,20 @@ 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() {
        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) {
@@ -155,19 +249,19 @@ void Interface::Handle(const SDL_WindowEvent &event) {
 void Interface::Update(int dt) {
        glm::vec3 vel;
        if (right && !left) {
-               vel.x = move_velocity;
+               vel.x = config.move_velocity;
        } else if (left && !right) {
-               vel.x = -move_velocity;
+               vel.x = -config.move_velocity;
        }
        if (up && !down) {
-               vel.y = move_velocity;
+               vel.y = config.move_velocity;
        } else if (down && !up) {
-               vel.y = -move_velocity;
+               vel.y = -config.move_velocity;
        }
        if (back && !front) {
-               vel.z = move_velocity;
+               vel.z = config.move_velocity;
        } else if (front && !back) {
-               vel.z = -move_velocity;
+               vel.z = -config.move_velocity;
        }
        ctrl.Velocity(vel);
        ctrl.Update(dt);
@@ -188,6 +282,8 @@ void Interface::Update(int dt) {
 
 
 void Interface::Render(DirectionalLighting &program) {
+       if (config.visual_disabled) return;
+
        if (aim_chunk) {
                program.SetM(outline_transform);
                outline.Draw();