]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
added ability to get seperate information about block face obstruction
[blank.git] / src / interface.cpp
index 03c059f7301dfb644b2ef7ddbebce72a91ad3eb5..e4888c5b5f35d1ee3f15a1b9d0f96190ec34b336 100644 (file)
@@ -4,14 +4,13 @@
 #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())
@@ -20,41 +19,37 @@ 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)
-, 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) {
+       if (config.keyboard_disabled) return;
+
        switch (event.keysym.sym) {
                case SDLK_w:
-                       front = event.state == SDL_PRESSED;
+                       rev.z = event.state == SDL_PRESSED;
                        break;
                case SDLK_s:
-                       back = event.state == SDL_PRESSED;
+                       fwd.z = event.state == SDL_PRESSED;
                        break;
                case SDLK_a:
-                       left = event.state == SDL_PRESSED;
+                       rev.x = event.state == SDL_PRESSED;
                        break;
                case SDLK_d:
-                       right = event.state == SDL_PRESSED;
+                       fwd.x = event.state == SDL_PRESSED;
                        break;
                case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
+                       fwd.y = event.state == SDL_PRESSED;
                        break;
                case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
+                       rev.y = event.state == SDL_PRESSED;
                        break;
 
                case SDLK_q:
@@ -73,6 +68,16 @@ void Interface::Handle(const SDL_KeyboardEvent &event) {
                                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();
@@ -95,6 +100,8 @@ 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
@@ -104,6 +111,45 @@ void Interface::PrintBlockInfo() {
        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);
@@ -118,11 +164,14 @@ void Interface::Print(const Block &block) {
 
 
 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) {
@@ -148,18 +197,20 @@ 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) {
@@ -191,23 +242,7 @@ 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();
@@ -226,6 +261,8 @@ void Interface::Update(int dt) {
 
 
 void Interface::Render(DirectionalLighting &program) {
+       if (config.visual_disabled) return;
+
        if (aim_chunk) {
                program.SetM(outline_transform);
                outline.Draw();