X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fui%2FPlayerController.hpp;fp=src%2Fui%2FPlayerController.hpp;h=b29795b7313cf9cb5b8d2308e72cfcfa0f03a182;hb=c1da86ebab41895bf49ed747c75ecf722e8c5586;hp=8d9e5a37247c3ca0622b70dd11cdb5cc0218a4ad;hpb=ccd6e7001572808400b9cb9bc91f9bedcf28a1ad;p=blank.git diff --git a/src/ui/PlayerController.hpp b/src/ui/PlayerController.hpp index 8d9e5a3..b29795b 100644 --- a/src/ui/PlayerController.hpp +++ b/src/ui/PlayerController.hpp @@ -3,16 +3,39 @@ #include +#include "../world/EntityCollision.hpp" +#include "../world/WorldCollision.hpp" + namespace blank { -struct PlayerController { +class Player; +class World; + +class PlayerController { + +public: + PlayerController(World &, Player &); + + Player &GetPlayer() noexcept { return player; } + const Player &GetPlayer() const noexcept { return player; } + + WorldCollision &BlockFocus() noexcept { return aim_world; } + const WorldCollision &BlockFocus() const noexcept { return aim_world; } + EntityCollision &EntityFocus() noexcept { return aim_entity; } + const EntityCollision &EntityFocus() const noexcept { return aim_entity; } /// set desired direction of movement /// the magnitude (clamped to [0..1]) can be used to attenuate target velocity - virtual void SetMovement(const glm::vec3 &) = 0; + void SetMovement(const glm::vec3 &) noexcept; + const glm::vec3 &GetMovement() const noexcept { return move_dir; } /// turn the controlled entity's head by given pitch and yaw deltas - virtual void TurnHead(float pitch, float yaw) = 0; + void TurnHead(float pitch, float yaw) noexcept; + + /// get player pitch in radians, normalized to [-PI/2,PI/2] + float GetPitch() const noexcept { return pitch; } + /// get player yaw in radians, normalized to [-PI,PI] + float GetYaw() const noexcept { return yaw; } /// start doing primary action /// what exactly this means depends on the active item @@ -26,7 +49,23 @@ struct PlayerController { virtual void StopTertiaryAction() = 0; /// set the item at given inventory slot as active - virtual void SelectInventory(int) = 0; + void SelectInventory(int) noexcept; + int InventorySlot() const noexcept; + +protected: + void Invalidate() noexcept; + void UpdatePlayer() noexcept; + +private: + World &world; + Player &player; + glm::vec3 move_dir; + float pitch; + float yaw; + bool dirty; + + WorldCollision aim_world; + EntityCollision aim_entity; };