]> git.localhorst.tv Git - blank.git/blobdiff - src/ui/ui.cpp
fix forward axis in block placement orientation
[blank.git] / src / ui / ui.cpp
index ee26989a80187c5600dfaab2be12cff71873eeed..2d3b4679552045ad557e1b62fa978046619bc36f 100644 (file)
+#include "ClientController.hpp"
+#include "DirectInput.hpp"
 #include "HUD.hpp"
+#include "InteractiveManipulator.hpp"
 #include "Interface.hpp"
+#include "Keymap.hpp"
+#include "PlayerController.hpp"
 
 #include "../app/Assets.hpp"
+#include "../app/Config.hpp"
+#include "../app/Environment.hpp"
 #include "../app/FrameCounter.hpp"
 #include "../app/init.hpp"
+#include "../audio/Audio.hpp"
+#include "../audio/SoundBank.hpp"
+#include "../geometry/distance.hpp"
 #include "../graphics/Font.hpp"
 #include "../graphics/Viewport.hpp"
-#include "../model/shapes.hpp"
+#include "../io/TokenStreamReader.hpp"
+#include "../model/bounds.hpp"
+#include "../net/CongestionControl.hpp"
+#include "../world/BlockLookup.hpp"
 #include "../world/World.hpp"
+#include "../world/WorldManipulator.hpp"
 
 #include <algorithm>
 #include <cmath>
 #include <iostream>
+#include <map>
 #include <sstream>
 #include <glm/gtc/matrix_transform.hpp>
+#include <glm/gtx/projection.hpp>
+#include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtx/io.hpp>
 
 
 namespace blank {
 
-HUD::HUD(const BlockTypeRegistry &types, const Font &font)
-: types(types)
-, font(font)
+PlayerController::PlayerController(World &world, Player &player)
+: world(world)
+, player(player)
+, move_dir(0.0f)
+, dirty(true)
+, aim_world()
+, aim_entity() {
+       player.GetEntity().SetController(*this);
+       player.GetEntity().GetSteering().SetAcceleration(5.0f);
+}
+
+PlayerController::~PlayerController() {
+       if (&player.GetEntity().GetController() == this) {
+               player.GetEntity().UnsetController();
+       }
+}
+
+void PlayerController::SetMovement(const glm::vec3 &m) noexcept {
+       if (dot(m, m) > 1.0f) {
+               move_dir = normalize(m);
+       } else {
+               move_dir = m;
+       }
+       Invalidate();
+}
+
+void PlayerController::TurnHead(float dp, float dy) noexcept {
+       player.GetEntity().TurnHead(dp, dy);
+}
+
+float PlayerController::GetPitch() const noexcept {
+       return player.GetEntity().Pitch();
+}
+
+float PlayerController::GetYaw() const noexcept {
+       return player.GetEntity().Yaw();
+}
+
+void PlayerController::SelectInventory(int i) noexcept {
+       player.SetInventorySlot(i);
+}
+
+int PlayerController::InventorySlot() const noexcept {
+       return player.GetInventorySlot();
+}
+
+void PlayerController::Invalidate() noexcept {
+       dirty = true;
+}
+
+void PlayerController::UpdatePlayer() noexcept {
+       if (dirty) {
+               Ray aim = player.Aim();
+               Entity &entity = player.GetEntity();
+               if (!world.Intersection(aim, entity.ChunkCoords(), aim_world)) {
+                       aim_world = WorldCollision();
+               }
+               if (!world.Intersection(aim, entity, aim_entity)) {
+                       aim_entity = EntityCollision();
+               }
+               if (aim_world && aim_entity) {
+                       // got both, pick the closest one
+                       if (aim_world.depth < aim_entity.depth) {
+                               aim_entity = EntityCollision();
+                       } else {
+                               aim_world = WorldCollision();
+                       }
+               }
+               Steering &steering = entity.GetSteering();
+               if (!iszero(move_dir)) {
+                       // scale input by max velocity, apply yaw, and transform to world space
+                       steering.SetTargetVelocity(glm::vec3(
+                               glm::vec4(rotateY(move_dir * entity.MaxVelocity(), entity.Yaw()), 0.0f)
+                               * transpose(entity.Transform())
+                       ));
+                       steering.Enable(Steering::TARGET_VELOCITY);
+                       steering.Disable(Steering::HALT);
+               } else {
+                       // target velocity of 0 is the same as halt
+                       steering.Enable(Steering::HALT);
+                       steering.Disable(Steering::TARGET_VELOCITY);
+               }
+               dirty = false;
+       }
+}
+
+
+DirectInput::DirectInput(World &world, Player &player, WorldManipulator &manip)
+: PlayerController(world, player)
+, manip(manip)
+, place_timer(0.25f)
+, remove_timer(0.25f) {
+
+}
+
+void DirectInput::Update(Entity &, float dt) {
+       Invalidate(); // world has changed in the meantime
+       UpdatePlayer();
+
+       remove_timer.Update(dt);
+       if (remove_timer.Hit()) {
+               RemoveBlock();
+       }
+
+       place_timer.Update(dt);
+       if (place_timer.Hit()) {
+               PlaceBlock();
+       }
+}
+
+void DirectInput::StartPrimaryAction() {
+       if (!remove_timer.Running()) {
+               RemoveBlock();
+               remove_timer.Start();
+       }
+}
+
+void DirectInput::StopPrimaryAction() {
+       remove_timer.Stop();
+}
+
+void DirectInput::StartSecondaryAction() {
+       if (!place_timer.Running()) {
+               PlaceBlock();
+               place_timer.Start();
+       }
+}
+
+void DirectInput::StopSecondaryAction() {
+       place_timer.Stop();
+}
+
+void DirectInput::StartTertiaryAction() {
+       PickBlock();
+}
+
+void DirectInput::StopTertiaryAction() {
+       // nothing
+}
+
+void DirectInput::PickBlock() {
+       UpdatePlayer();
+       if (!BlockFocus()) return;
+       SelectInventory(BlockFocus().GetBlock().type - 1);
+}
+
+void DirectInput::PlaceBlock() {
+       // update block focus
+       UpdatePlayer();
+       // do nothing if not looking at any block
+       if (!BlockFocus()) return;
+
+       // determine block adjacent to the face the player is looking at
+       BlockLookup next_block(BlockFocus().chunk, BlockFocus().BlockPos(), Block::NormalFace(BlockFocus().normal));
+       // abort if it's unavailable
+       if (!next_block) {
+               return;
+       }
+
+       // "can replace" check
+       // this prevents players from replacing solid blocks e.g. by looking through slabs
+       // simple for now, should be expanded to include things like
+       // entities in the way or replacable blocks like water and stuff
+       if (next_block.GetBlock().type != 0) {
+               return;
+       }
+
+       Block new_block(InventorySlot() + 1);
+
+       // block's up vector
+       // align with player's up
+       const glm::vec3 player_up(GetPlayer().GetEntity().Up());
+       new_block.SetFace(Block::NormalFace(player_up));
+       // to align with player's local up/down look (like stairs in minecraft), just invert
+       // it if pitch is positive
+       // or, align with focus normal (like logs in minecraft)
+
+       // determine block's turn (local rotation about up axis)
+       // when aligned with player's up (first mode, and currently the only one implemented)
+       // project the player's view forward onto his entity's XZ plane and
+       // use the closest cardinal direction it's pointing in
+       const glm::vec3 view_forward(-GetPlayer().GetEntity().ViewTransform(GetPlayer().GetEntity().ChunkCoords())[2]);
+       // if view is straight up or down, this will be a null vector (NaN after normalization)
+       // in that case maybe the model forward should be used?
+       // the current implementation implicitly falls back to TURN_NONE which is -Z
+       const glm::vec3 local_forward(normalize(view_forward - proj(view_forward, player_up)));
+       // FIXME: I suspect this only works when player_up is positive Y
+       if (local_forward.x > 0.707f) {
+               new_block.SetTurn(Block::TURN_RIGHT);
+       } else if (local_forward.z > 0.707f) {
+               new_block.SetTurn(Block::TURN_AROUND);
+       } else if (local_forward.x < -0.707f) {
+               new_block.SetTurn(Block::TURN_LEFT);
+       }
+       // for mode two ("minecraft stairs") it should work the same, but I haven't properly
+       // thought that through (well, that's also true about the whole face/turn thing, but oh well)
+       // mode three I have absoloutely no clue. that placement would be appropriate for pipe-like
+       // blocks, where turn shouldn't make a difference, but what if it does?
+
+       manip.SetBlock(next_block.GetChunk(), next_block.GetBlockIndex(), new_block);
+       Invalidate();
+}
+
+void DirectInput::RemoveBlock() {
+       UpdatePlayer();
+       if (!BlockFocus()) return;
+       manip.SetBlock(BlockFocus().GetChunk(), BlockFocus().block, Block(0));
+       Invalidate();
+}
+
+
+HUD::HUD(Environment &env, Config &config, const Player &player)
+: env(env)
+, config(config)
+, player(player)
+// block focus
+, outline()
+, outline_transform(1.0f)
+, outline_visible(false)
+// "inventory"
 , block()
 , block_buf()
 , block_transform(1.0f)
 , block_label()
-, label_sprite()
-, label_transform(1.0f)
 , block_visible(false)
+// debug overlay
+, counter_text()
+, position_text()
+, orientation_text()
+, block_text()
+, show_block(false)
+, show_entity(false)
+// net stats
+, bandwidth_text()
+, rtt_text()
+, packet_loss_text()
+, show_net(false)
+// message box
+, messages(env.assets.small_ui_font)
+, msg_timer(5000)
+, msg_keep(false)
+// crosshair
 , crosshair() {
+       const float ls = env.assets.small_ui_font.LineSkip();
+
+       // "inventory"
        block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
        block_transform = glm::scale(block_transform, glm::vec3(50.0f));
        block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
        block_transform = glm::rotate(block_transform, 0.35f, glm::vec3(0.0f, 1.0f, 0.0f));
-
-       crosshair.vertices = std::vector<glm::vec3>({
+       block_label.Position(
+               glm::vec3(50.0f, 85.0f, 0.0f),
+               Gravity::NORTH_WEST,
+               Gravity::NORTH
+       );
+       block_label.Foreground(glm::vec4(1.0f));
+       block_label.Background(glm::vec4(0.5f));
+
+       // debug overlay
+       counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
+       counter_text.Foreground(glm::vec4(1.0f));
+       counter_text.Background(glm::vec4(0.5f));
+       position_text.Position(glm::vec3(-25.0f, 25.0f + ls, 0.0f), Gravity::NORTH_EAST);
+       position_text.Foreground(glm::vec4(1.0f));
+       position_text.Background(glm::vec4(0.5f));
+       orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * ls, 0.0f), Gravity::NORTH_EAST);
+       orientation_text.Foreground(glm::vec4(1.0f));
+       orientation_text.Background(glm::vec4(0.5f));
+       block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
+       block_text.Foreground(glm::vec4(1.0f));
+       block_text.Background(glm::vec4(0.5f));
+       block_text.Set(env.assets.small_ui_font, "Block: none");
+       entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
+       entity_text.Foreground(glm::vec4(1.0f));
+       entity_text.Background(glm::vec4(0.5f));
+       entity_text.Set(env.assets.small_ui_font, "Entity: none");
+
+       // net stats
+       bandwidth_text.Position(glm::vec3(-25.0f, 25.0f + 6 * ls, 0.0f), Gravity::NORTH_EAST);
+       bandwidth_text.Foreground(glm::vec4(1.0f));
+       bandwidth_text.Background(glm::vec4(0.5f));
+       bandwidth_text.Set(env.assets.small_ui_font, "TX: 0.0KB/s RX: 0.0KB/s");
+       rtt_text.Position(glm::vec3(-25.0f, 25.0f + 7 * ls, 0.0f), Gravity::NORTH_EAST);
+       rtt_text.Foreground(glm::vec4(1.0f));
+       rtt_text.Background(glm::vec4(0.5f));
+       rtt_text.Set(env.assets.small_ui_font, "RTT: unavailable");
+       packet_loss_text.Position(glm::vec3(-25.0f, 25.0f + 8 * ls, 0.0f), Gravity::NORTH_EAST);
+       packet_loss_text.Foreground(glm::vec4(1.0f));
+       packet_loss_text.Background(glm::vec4(0.5f));
+       packet_loss_text.Set(env.assets.small_ui_font, "Packet loss: 0.0%");
+
+       // message box
+       messages.Position(glm::vec3(25.0f, -25.0f - 2 * ls, 0.0f), Gravity::SOUTH_WEST);
+       messages.Foreground(glm::vec4(1.0f));
+       messages.Background(glm::vec4(0.5f));
+
+       // crosshair
+       PrimitiveMesh::Buffer buf;
+       buf.vertices = std::vector<glm::vec3>({
                { -10.0f,   0.0f, 0.0f }, { 10.0f,  0.0f, 0.0f },
                {   0.0f, -10.0f, 0.0f }, {  0.0f, 10.0f, 0.0f },
        });
-       crosshair.indices = std::vector<OutlineModel::Index>({
+       buf.indices = std::vector<PrimitiveMesh::Index>({
                0, 1, 2, 3
        });
-       crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
-       crosshair.Invalidate();
+       buf.colors.resize(4, { 255, 255, 255, 255 });
+       crosshair.Update(buf);
 }
 
+namespace {
 
-void HUD::Display(const Block &b) {
-       const BlockType &type = types.Get(b.type);
+PrimitiveMesh::Buffer outl_buf;
+
+}
+
+void HUD::FocusBlock(const Chunk &chunk, int index) {
+       const Block &block = chunk.BlockAt(index);
+       const BlockType &type = chunk.Type(index);
+       outl_buf.Clear();
+       type.OutlinePrimitiveMesh(outl_buf);
+       outline.Update(outl_buf);
+       outline_transform = chunk.Transform(player.GetEntity().ChunkCoords());
+       outline_transform *= chunk.ToTransform(Chunk::ToPos(index), index);
+       outline_transform *= glm::scale(glm::vec3(1.005f));
+       outline_visible = true;
+       {
+               std::stringstream s;
+               s << "Block: "
+                       << type.label
+                       << ", face: " << block.GetFace()
+                       << ", turn: " << block.GetTurn();
+               block_text.Set(env.assets.small_ui_font, s.str());
+       }
+       show_block = true;
+       show_entity = false;
+}
 
+void HUD::FocusEntity(const Entity &entity) {
+       {
+               std::stringstream s;
+               s << "Entity: " << entity.Name();
+               entity_text.Set(env.assets.small_ui_font, s.str());
+       }
+       show_block = false;
+       show_entity = true;
+}
+
+void HUD::FocusNone() {
+       outline_visible = false;
+       show_block = false;
+       show_entity = false;
+}
+
+void HUD::DisplayNone() {
+       block_visible = false;
+}
+
+void HUD::Display(const BlockType &type) {
        block_buf.Clear();
-       type.FillModel(block_buf, b.Transform());
+       type.FillEntityMesh(block_buf);
        block.Update(block_buf);
 
-       font.Render(type.label.c_str(), block_label);
-       glm::vec2 size(font.TextSize(type.label.c_str()));
-       label_sprite.LoadRect(size.x, size.y);
-       label_transform = glm::translate(glm::vec3(
-               std::max(5.0f, 50.0f - std::round(size.x * 0.5f)),
-               70.0f + size.y,
-               0.75f
-       ));
+       block_label.Set(env.assets.small_ui_font, type.label);
 
        block_visible = type.visible;
 }
 
 
+void HUD::UpdateDebug() {
+       UpdateCounter();
+       UpdatePosition();
+       UpdateOrientation();
+}
+
+void HUD::UpdateCounter() {
+       std::stringstream s;
+       s << std::setprecision(3) <<
+               "avg: " << env.counter.Average().running << "ms, "
+               "peak: " << env.counter.Peak().running << "ms";
+       std::string text = s.str();
+       counter_text.Set(env.assets.small_ui_font, text);
+}
+
+void HUD::UpdatePosition() {
+       std::stringstream s;
+       s << std::setprecision(3) << "pos: " << player.GetEntity().AbsolutePosition();
+       position_text.Set(env.assets.small_ui_font, s.str());
+}
+
+void HUD::UpdateOrientation() {
+       std::stringstream s;
+       s << std::setprecision(3) << "pitch: " << glm::degrees(player.GetEntity().Pitch())
+               << ", yaw: " << glm::degrees(player.GetEntity().Yaw());
+       orientation_text.Set(env.assets.small_ui_font, s.str());
+}
+
+void HUD::PostMessage(const char *msg) {
+       messages.PushLine(msg);
+       msg_timer.Reset();
+       msg_timer.Start();
+       std::cout << msg << std::endl;
+}
+
+
+void HUD::UpdateNetStats(const CongestionControl &stat) {
+       if (!config.video.debug) return;
+
+       std::stringstream s;
+       s << std::fixed << std::setprecision(1)
+               << "TX: " << stat.Upstream()
+               << "KB/s, RX: " << stat.Downstream() << "KB/s";
+       bandwidth_text.Set(env.assets.small_ui_font, s.str());
+
+       s.str("");
+       s << "RTT: " << stat.RoundTripTime() << "ms";
+       rtt_text.Set(env.assets.small_ui_font, s.str());
+
+       s.str("");
+       s << "Packet loss: " << (stat.PacketLoss() * 100.0f) << "%";
+       packet_loss_text.Set(env.assets.small_ui_font, s.str());
+
+       show_net = true;
+}
+
+
+void HUD::Update(int dt) {
+       msg_timer.Update(dt);
+       if (msg_timer.HitOnce()) {
+               msg_timer.Stop();
+       }
+
+       if (config.video.debug) {
+               if (env.counter.Changed()) {
+                       UpdateCounter();
+               }
+               UpdatePosition();
+               UpdateOrientation();
+       }
+}
+
 void HUD::Render(Viewport &viewport) noexcept {
+       // block focus
+       if (outline_visible && config.video.world) {
+               PlainColor &outline_prog = viewport.WorldColorProgram();
+               outline_prog.SetM(outline_transform);
+               outline.DrawLines();
+       }
+
+       // clear depth buffer so everything renders above the world
        viewport.ClearDepth();
 
-       DirectionalLighting &world_prog = viewport.HUDProgram();
-       world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
-       // disable distance fog
-       world_prog.SetFogDensity(0.0f);
-
-       viewport.EnableInvertBlending();
-       world_prog.SetM(viewport.CenterTransform());
-       crosshair.Draw();
-
-       if (block_visible) {
-               viewport.DisableBlending();
-               world_prog.SetM(block_transform);
-               block.Draw();
-
-               BlendedSprite &sprite_prog = viewport.SpriteProgram();
-               sprite_prog.SetM(label_transform);
-               sprite_prog.SetTexture(block_label);
-               sprite_prog.SetFG(glm::vec4(1.0f));
-               sprite_prog.SetBG(glm::vec4(0.5f));
-               label_sprite.Draw();
+       if (config.video.hud) {
+               // "inventory"
+               if (block_visible) {
+                       DirectionalLighting &world_prog = viewport.HUDProgram();
+                       world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+                       world_prog.SetLightColor({ 1.0f, 1.0f, 1.0f });
+                       world_prog.SetAmbientColor({ 0.1f, 0.1f, 0.1f });
+                       // disable distance fog
+                       world_prog.SetFogDensity(0.0f);
+
+                       viewport.DisableBlending();
+                       world_prog.SetM(block_transform);
+                       block.Draw();
+                       block_label.Render(viewport);
+               }
+
+               // message box
+               if (msg_keep || msg_timer.Running()) {
+                       messages.Render(viewport);
+               }
+
+               // crosshair
+               PlainColor &outline_prog = viewport.HUDColorProgram();
+               viewport.EnableInvertBlending();
+               viewport.SetCursor(glm::vec3(0.0f), Gravity::CENTER);
+               outline_prog.SetM(viewport.Cursor());
+               crosshair.DrawLines();
+       }
+
+       // debug overlay
+       if (config.video.debug) {
+               counter_text.Render(viewport);
+               position_text.Render(viewport);
+               orientation_text.Render(viewport);
+               if (show_block) {
+                       block_text.Render(viewport);
+               } else if (show_entity) {
+                       entity_text.Render(viewport);
+               }
+               if (show_net) {
+                       bandwidth_text.Render(viewport);
+                       rtt_text.Render(viewport);
+                       packet_loss_text.Render(viewport);
+               }
+       }
+}
+
+
+InteractiveManipulator::InteractiveManipulator(Audio &audio, const SoundBank &sounds, Entity &player)
+: player(player)
+, audio(audio)
+, sounds(sounds) {
+
+}
+
+void InteractiveManipulator::SetBlock(Chunk &chunk, int index, const Block &block) {
+       const BlockType &old_type = chunk.Type(index);
+       chunk.SetBlock(index, block);
+       const BlockType &new_type = chunk.Type(index);
+       glm::vec3 coords = chunk.ToSceneCoords(player.ChunkCoords(), Chunk::ToCoords(index));
+       if (new_type.id == 0) {
+               if (old_type.remove_sound >= 0) {
+                       audio.Play(sounds[old_type.remove_sound], coords);
+               }
+       } else {
+               if (new_type.place_sound >= 0) {
+                       audio.Play(sounds[new_type.place_sound], coords);
+               }
        }
 }
 
 
 Interface::Interface(
-       const Config &config,
-       const Assets &assets,
-       const FrameCounter &counter,
-       World &world)
-: counter(counter)
-, world(world)
-, ctrl(world.Player())
-, font(assets.LoadFont("DejaVuSans", 16))
-, hud(world.BlockTypes(), font)
-, aim{{ 0, 0, 0 }, { 0, 0, -1 }}
-, aim_chunk(nullptr)
-, aim_block(0)
-, aim_normal()
-, outline()
-, outline_transform(1.0f)
-, show_counter(false)
-, counter_tex()
-, counter_sprite()
-, counter_transform(1.0f)
-, counter_x(935.0f)
-, config(config)
-, place_timer(256)
-, remove_timer(256)
-, remove(0)
-, selection(1)
+       Config &config,
+       const Keymap &keymap,
+       PlayerController &pc,
+       ClientController &cc)
+: config(config)
+, keymap(keymap)
+, player_ctrl(pc)
+, client_ctrl(cc)
 , fwd(0)
-, rev(0) {
-       hud.Display(selection);
+, rev(0)
+, num_slots(10)
+, locked(false) {
+
 }
 
+void Interface::Lock() {
+       fwd = glm::ivec3(0);
+       rev = glm::ivec3(0);
+       locked = true;
+}
+
+void Interface::Unlock() {
+       locked = false;
+}
 
 void Interface::HandlePress(const SDL_KeyboardEvent &event) {
-       if (config.keyboard_disabled) return;
+       if (!config.input.keyboard) return;
 
-       switch (event.keysym.sym) {
-               case SDLK_w:
+       Keymap::Action action = keymap.Lookup(event);
+       switch (action) {
+               case Keymap::MOVE_FORWARD:
                        rev.z = 1;
+                       UpdateMovement();
                        break;
-               case SDLK_s:
+               case Keymap::MOVE_BACKWARD:
                        fwd.z = 1;
+                       UpdateMovement();
                        break;
-               case SDLK_a:
+               case Keymap::MOVE_LEFT:
                        rev.x = 1;
+                       UpdateMovement();
                        break;
-               case SDLK_d:
+               case Keymap::MOVE_RIGHT:
                        fwd.x = 1;
+                       UpdateMovement();
                        break;
-               case SDLK_SPACE:
+               case Keymap::MOVE_UP:
                        fwd.y = 1;
+                       UpdateMovement();
                        break;
-               case SDLK_LSHIFT:
+               case Keymap::MOVE_DOWN:
                        rev.y = 1;
+                       UpdateMovement();
                        break;
 
-               case SDLK_q:
-                       FaceBlock();
+               case Keymap::PRIMARY:
+                       player_ctrl.StartPrimaryAction();
+                       break;
+               case Keymap::SECONDARY:
+                       player_ctrl.StartSecondaryAction();
                        break;
-               case SDLK_e:
-                       TurnBlock();
+               case Keymap::TERTIARY:
+                       player_ctrl.StartTertiaryAction();
                        break;
 
-               case SDLK_n:
-                       ToggleCollision();
+               case Keymap::INV_NEXT:
+                       InvRel(1);
+                       break;
+               case Keymap::INV_PREVIOUS:
+                       InvRel(-1);
+                       break;
+               case Keymap::INV_1:
+               case Keymap::INV_2:
+               case Keymap::INV_3:
+               case Keymap::INV_4:
+               case Keymap::INV_5:
+               case Keymap::INV_6:
+               case Keymap::INV_7:
+               case Keymap::INV_8:
+               case Keymap::INV_9:
+               case Keymap::INV_10:
+                       InvAbs(action - Keymap::INV_1);
+                       break;
+
+               case Keymap::EXIT:
+                       client_ctrl.Exit();
                        break;
 
-               case SDLK_b:
-                       PrintBlockInfo();
+               case Keymap::TOGGLE_AUDIO:
+                       client_ctrl.SetAudio(!config.audio.enabled);
                        break;
-               case SDLK_c:
-                       PrintChunkInfo();
+               case Keymap::TOGGLE_VIDEO:
+                       client_ctrl.SetVideo(!config.video.world);
                        break;
-               case SDLK_l:
-                       PrintLightInfo();
+               case Keymap::TOGGLE_HUD:
+                       client_ctrl.SetHUD(!config.video.hud);
                        break;
-               case SDLK_p:
-                       PrintSelectionInfo();
+               case Keymap::TOGGLE_DEBUG:
+                       client_ctrl.SetDebug(!config.video.debug);
+                       break;
+               case Keymap::CAMERA_NEXT:
+                       client_ctrl.NextCamera();
                        break;
 
-               case SDLK_F3:
-                       ToggleCounter();
+               default:
                        break;
        }
 }
 
 void Interface::HandleRelease(const SDL_KeyboardEvent &event) {
-       if (config.keyboard_disabled) return;
+       if (!config.input.keyboard) return;
 
-       switch (event.keysym.sym) {
-               case SDLK_w:
+       switch (keymap.Lookup(event)) {
+               case Keymap::MOVE_FORWARD:
                        rev.z = 0;
+                       UpdateMovement();
                        break;
-               case SDLK_s:
+               case Keymap::MOVE_BACKWARD:
                        fwd.z = 0;
+                       UpdateMovement();
                        break;
-               case SDLK_a:
+               case Keymap::MOVE_LEFT:
                        rev.x = 0;
+                       UpdateMovement();
                        break;
-               case SDLK_d:
+               case Keymap::MOVE_RIGHT:
                        fwd.x = 0;
+                       UpdateMovement();
                        break;
-               case SDLK_SPACE:
+               case Keymap::MOVE_UP:
                        fwd.y = 0;
+                       UpdateMovement();
                        break;
-               case SDLK_LSHIFT:
+               case Keymap::MOVE_DOWN:
                        rev.y = 0;
+                       UpdateMovement();
                        break;
-       }
-}
-
-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::ToggleCollision() {
-       ctrl.Controlled().WorldCollidable(!ctrl.Controlled().WorldCollidable());
-       std::cout << "collision " << (ctrl.Controlled().WorldCollidable() ? "on" : "off") << std::endl;
-}
-
-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;
-}
+               case Keymap::PRIMARY:
+                       player_ctrl.StopPrimaryAction();
+                       break;
+               case Keymap::SECONDARY:
+                       player_ctrl.StopSecondaryAction();
+                       break;
+               case Keymap::TERTIARY:
+                       player_ctrl.StopTertiaryAction();
+                       break;
 
-void Interface::ToggleCounter() {
-       if ((show_counter = !show_counter)) {
-               UpdateCounter();
+               default:
+                       break;
        }
 }
 
-void Interface::UpdateCounter() {
-       std::stringstream s;
-       s << std::setprecision(3) << counter.AvgRunning() << "ms";
-       std::string text = s.str();
-       font.Render(text.c_str(), counter_tex);
-       glm::vec2 size(font.TextSize(text.c_str()));
-       counter_sprite.LoadRect(size.x, size.y);
-       counter_transform = glm::translate(glm::vec3(
-               counter_x - size.x,
-               25.0f,
-               0.75f
-       ));
-}
-
-
 void Interface::Handle(const SDL_MouseMotionEvent &event) {
-       if (config.mouse_disabled) return;
-       ctrl.RotateYaw(event.xrel * config.yaw_sensitivity);
-       ctrl.RotatePitch(event.yrel * config.pitch_sensitivity);
+       if (locked || !config.input.mouse) return;
+       player_ctrl.TurnHead(
+               event.yrel * config.input.pitch_sensitivity,
+               event.xrel * config.input.yaw_sensitivity);
 }
 
 void Interface::HandlePress(const SDL_MouseButtonEvent &event) {
-       if (config.mouse_disabled) return;
+       if (!config.input.mouse) return;
 
-       if (event.button == SDL_BUTTON_LEFT) {
-               RemoveBlock();
-               remove_timer.Start();
-       } else if (event.button == SDL_BUTTON_MIDDLE) {
-               PickBlock();
-       } else if (event.button == SDL_BUTTON_RIGHT) {
-               PlaceBlock();
-               place_timer.Start();
+       switch (event.button) {
+               case SDL_BUTTON_LEFT:
+                       player_ctrl.StartPrimaryAction();
+                       break;
+               case SDL_BUTTON_RIGHT:
+                       player_ctrl.StartSecondaryAction();
+                       break;
+               case SDL_BUTTON_MIDDLE:
+                       player_ctrl.StartTertiaryAction();
+                       break;
        }
 }
 
 void Interface::HandleRelease(const SDL_MouseButtonEvent &event) {
-       if (config.mouse_disabled) return;
-
-       if (event.button == SDL_BUTTON_LEFT) {
-               remove_timer.Stop();
-       } else if (event.button == SDL_BUTTON_RIGHT) {
-               place_timer.Stop();
-       }
-}
+       if (!config.input.mouse) return;
 
-void Interface::PickBlock() {
-       if (!aim_chunk) return;
-       selection = aim_chunk->BlockAt(aim_block);
-       hud.Display(selection);
-}
-
-void Interface::PlaceBlock() {
-       if (!aim_chunk) return;
-       Chunk *mod_chunk = aim_chunk;
-       glm::vec3 next_pos = Chunk::ToCoords(aim_block) + aim_normal;
-       if (!Chunk::InBounds(next_pos)) {
-               mod_chunk = &world.Next(*aim_chunk, aim_normal);
-               next_pos -= aim_normal * glm::vec3(Chunk::Extent());
+       switch (event.button) {
+               case SDL_BUTTON_LEFT:
+                       player_ctrl.StopPrimaryAction();
+                       break;
+               case SDL_BUTTON_RIGHT:
+                       player_ctrl.StopSecondaryAction();
+                       break;
+               case SDL_BUTTON_MIDDLE:
+                       player_ctrl.StopTertiaryAction();
+                       break;
        }
-       mod_chunk->SetBlock(next_pos, selection);
-       mod_chunk->Invalidate();
-}
-
-void Interface::RemoveBlock() noexcept {
-       if (!aim_chunk) return;
-       aim_chunk->SetBlock(aim_block, remove);
-       aim_chunk->Invalidate();
 }
 
 
 void Interface::Handle(const SDL_MouseWheelEvent &event) {
-       if (config.mouse_disabled) return;
+       if (!config.input.mouse) return;
 
        if (event.y < 0) {
-               SelectNext();
+               InvRel(1);
        } else if (event.y > 0) {
-               SelectPrevious();
+               InvRel(-1);
        }
 }
 
-void Interface::SelectNext() {
-       ++selection.type;
-       if (size_t(selection.type) >= world.BlockTypes().Size()) {
-               selection.type = 1;
-       }
-       hud.Display(selection);
+void Interface::UpdateMovement() {
+       player_ctrl.SetMovement(glm::vec3(fwd - rev));
 }
 
-void Interface::SelectPrevious() {
-       --selection.type;
-       if (selection.type <= 0) {
-               selection.type = world.BlockTypes().Size() - 1;
+void Interface::InvAbs(int s) {
+       int slot = s % num_slots;
+       while (slot < 0) {
+               slot += num_slots;
        }
-       hud.Display(selection);
+       player_ctrl.SelectInventory(slot);
 }
 
-
-void Interface::Resize(const Viewport &viewport) {
-       counter_x = viewport.Width() - 25.0f;
+void Interface::InvRel(int delta) {
+       InvAbs(player_ctrl.GetPlayer().GetInventorySlot() + delta);
 }
 
 
-void Interface::Update(int dt) {
-       ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
-       ctrl.Update(dt);
-
-       place_timer.Update(dt);
-       remove_timer.Update(dt);
+Keymap::Keymap()
+: codemap{ NONE } {
 
-       aim = ctrl.Aim();
-       CheckAim();
+}
 
-       if (remove_timer.Hit()) {
-               RemoveBlock();
-               CheckAim();
+void Keymap::Map(SDL_Scancode scancode, Action action) {
+       if (scancode > MAX_SCANCODE) {
+               throw std::runtime_error("refusing to map scancode: too damn high");
        }
+       codemap[scancode] = action;
+}
 
-       if (place_timer.Hit()) {
-               PlaceBlock();
-               CheckAim();
+Keymap::Action Keymap::Lookup(SDL_Scancode scancode) const {
+       if (scancode < NUM_SCANCODES) {
+               return codemap[scancode];
+       } else {
+               return NONE;
        }
+}
+
+
+void Keymap::LoadDefault() {
+       Map(SDL_SCANCODE_UP, MOVE_FORWARD);
+       Map(SDL_SCANCODE_W, MOVE_FORWARD);
+       Map(SDL_SCANCODE_DOWN, MOVE_BACKWARD);
+       Map(SDL_SCANCODE_S, MOVE_BACKWARD);
+       Map(SDL_SCANCODE_LEFT, MOVE_LEFT);
+       Map(SDL_SCANCODE_A, MOVE_LEFT);
+       Map(SDL_SCANCODE_RIGHT, MOVE_RIGHT);
+       Map(SDL_SCANCODE_D, MOVE_RIGHT);
+       Map(SDL_SCANCODE_SPACE, MOVE_UP);
+       Map(SDL_SCANCODE_RSHIFT, MOVE_UP);
+       Map(SDL_SCANCODE_LSHIFT, MOVE_DOWN);
+       Map(SDL_SCANCODE_LCTRL, MOVE_DOWN);
+       Map(SDL_SCANCODE_RCTRL, MOVE_DOWN);
+
+       Map(SDL_SCANCODE_TAB, INV_NEXT);
+       Map(SDL_SCANCODE_RIGHTBRACKET, INV_NEXT);
+       Map(SDL_SCANCODE_LEFTBRACKET, INV_PREVIOUS);
+       Map(SDL_SCANCODE_1, INV_1);
+       Map(SDL_SCANCODE_2, INV_2);
+       Map(SDL_SCANCODE_3, INV_3);
+       Map(SDL_SCANCODE_4, INV_4);
+       Map(SDL_SCANCODE_5, INV_5);
+       Map(SDL_SCANCODE_6, INV_6);
+       Map(SDL_SCANCODE_7, INV_7);
+       Map(SDL_SCANCODE_8, INV_8);
+       Map(SDL_SCANCODE_9, INV_9);
+       Map(SDL_SCANCODE_0, INV_10);
+
+       Map(SDL_SCANCODE_INSERT, SECONDARY);
+       Map(SDL_SCANCODE_MENU, TERTIARY);
+       Map(SDL_SCANCODE_DELETE, PRIMARY);
+       Map(SDL_SCANCODE_BACKSPACE, PRIMARY);
+
+       Map(SDL_SCANCODE_F1, TOGGLE_HUD);
+       Map(SDL_SCANCODE_F2, TOGGLE_VIDEO);
+       Map(SDL_SCANCODE_F3, TOGGLE_DEBUG);
+       Map(SDL_SCANCODE_F4, TOGGLE_AUDIO);
+       Map(SDL_SCANCODE_F5, CAMERA_NEXT);
+
+       Map(SDL_SCANCODE_ESCAPE, EXIT);
+}
+
 
-       if (show_counter && counter.Changed()) {
-               UpdateCounter();
+void Keymap::Load(std::istream &is) {
+       TokenStreamReader in(is);
+       std::string key_name;
+       std::string action_name;
+       SDL_Scancode key;
+       Action action;
+       while (in.HasMore()) {
+               if (in.Peek().type == Token::STRING) {
+                       in.ReadString(key_name);
+                       key = SDL_GetScancodeFromName(key_name.c_str());
+               } else {
+                       key = SDL_Scancode(in.GetInt());
+               }
+               in.Skip(Token::EQUALS);
+               in.ReadIdentifier(action_name);
+               action = StringToAction(action_name);
+               if (in.HasMore() && in.Peek().type == Token::SEMICOLON) {
+                       in.Skip(Token::SEMICOLON);
+               }
+               Map(key, action);
        }
 }
 
-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::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 Keymap::Save(std::ostream &out) {
+       for (unsigned int i = 0; i < NUM_SCANCODES; ++i) {
+               if (codemap[i] == NONE) continue;
+
+               const char *str = SDL_GetScancodeName(SDL_Scancode(i));
+               if (str && *str) {
+                       out << '"';
+                       while (*str) {
+                               if (*str == '"') {
+                                       out << "\\\"";
+                               } else {
+                                       out << *str;
+                               }
+                               ++str;
+                       }
+                       out << '"';
+               } else {
+                       out << i;
+               }
+
+               out << " = " << ActionToString(codemap[i]) << std::endl;;
        }
 }
 
 
-void Interface::Render(Viewport &viewport) noexcept {
-       if (config.visual_disabled) return;
+namespace {
+
+std::map<std::string, Keymap::Action> action_map = {
+       { "none", Keymap::NONE },
+       { "move_forward", Keymap::MOVE_FORWARD },
+       { "move_backward", Keymap::MOVE_BACKWARD },
+       { "move_left", Keymap::MOVE_LEFT },
+       { "move_right", Keymap::MOVE_RIGHT },
+       { "move_up", Keymap::MOVE_UP },
+       { "move_down", Keymap::MOVE_DOWN },
+
+       { "primary", Keymap::PRIMARY },
+       { "secondary", Keymap::SECONDARY },
+       { "tertiary", Keymap::TERTIARY },
+
+       { "inventory_next", Keymap::INV_NEXT },
+       { "inventory_prev", Keymap::INV_PREVIOUS },
+       { "inventory_1", Keymap::INV_1 },
+       { "inventory_2", Keymap::INV_2 },
+       { "inventory_3", Keymap::INV_3 },
+       { "inventory_4", Keymap::INV_4 },
+       { "inventory_5", Keymap::INV_5 },
+       { "inventory_6", Keymap::INV_6 },
+       { "inventory_7", Keymap::INV_7 },
+       { "inventory_8", Keymap::INV_8 },
+       { "inventory_9", Keymap::INV_9 },
+       { "inventory_10", Keymap::INV_10 },
+
+       { "toggle_audio", Keymap::TOGGLE_AUDIO },
+       { "toggle_video", Keymap::TOGGLE_VIDEO },
+       { "toggle_hud", Keymap::TOGGLE_HUD },
+       { "toggle_debug", Keymap::TOGGLE_DEBUG },
+       { "camera_next", Keymap::CAMERA_NEXT },
+
+       { "exit", Keymap::EXIT },
+};
 
-       if (aim_chunk) {
-               DirectionalLighting &world_prog = viewport.EntityProgram();
-               world_prog.SetM(outline_transform);
-               outline.Draw();
-       }
+}
 
-       if (show_counter) {
-               BlendedSprite &sprite_prog = viewport.SpriteProgram();
-               sprite_prog.SetM(counter_transform);
-               sprite_prog.SetTexture(counter_tex);
-               counter_sprite.Draw();
+const char *Keymap::ActionToString(Action action) {
+       for (const auto &entry : action_map) {
+               if (action == entry.second) {
+                       return entry.first.c_str();
+               }
        }
+       return "none";
+}
 
-       hud.Render(viewport);
+Keymap::Action Keymap::StringToAction(const std::string &str) {
+       auto entry = action_map.find(str);
+       if (entry != action_map.end()) {
+               return entry->second;
+       } else {
+               std::cerr << "unknown action \"" << str << '"' << std::endl;
+               return NONE;
+       }
 }
 
 }