X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Finterface.cpp;h=e4888c5b5f35d1ee3f15a1b9d0f96190ec34b336;hb=35c09fc00094a3d390732fd533b2bd03413d90c7;hp=1f66b73e06ffc56afd1da35b1b502cafbdb0d193;hpb=f924498d348c33d0c27f129c599a7466312253b2;p=blank.git diff --git a/src/interface.cpp b/src/interface.cpp index 1f66b73..e4888c5 100644 --- a/src/interface.cpp +++ b/src/interface.cpp @@ -3,13 +3,14 @@ #include "geometry.hpp" #include "world.hpp" -#include +#include #include +#include namespace blank { -Interface::Interface(World &world) +Interface::Interface(const Config &config, World &world) : world(world) , ctrl(world.Player()) , hud(world.BlockTypes()) @@ -18,41 +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: @@ -65,6 +62,27 @@ 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 +96,82 @@ 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 +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) { @@ -153,23 +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(); @@ -188,6 +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();