X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fui%2Fui.cpp;h=2d3b4679552045ad557e1b62fa978046619bc36f;hb=54cead1fdf3d1df9187f0cd249322f1e4d85a639;hp=4775999310d1bb6b2bdd44998725597a6011539e;hpb=2c2c02796e9df82d0cda12b59aad638d40b4e8b4;p=blank.git diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index 4775999..2d3b467 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -1,423 +1,954 @@ +#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 "../graphics/BlendedSprite.hpp" -#include "../graphics/DirectionalLighting.hpp" +#include "../audio/Audio.hpp" +#include "../audio/SoundBank.hpp" +#include "../geometry/distance.hpp" #include "../graphics/Font.hpp" -#include "../model/shapes.hpp" +#include "../graphics/Viewport.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 #include #include +#include +#include #include +#include +#include #include 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) -, label_color{0xFF, 0xFF, 0xFF, 0xFF} , block_visible(false) -, crosshair() -, crosshair_transform(1.0f) -, near(100.0f) -, far(-100.0f) -, projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far)) -, view(1.0f) { +// 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({ + 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({ { -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({ + buf.indices = std::vector({ 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 { + +PrimitiveMesh::Buffer outl_buf; -void HUD::Viewport(float width, float height) noexcept { - Viewport(0, 0, width, height); } -void HUD::Viewport(float x, float y, float width, float height) noexcept { - projection = glm::ortho(x, width, height, y, near, far); - crosshair_transform = glm::translate(glm::vec3(width * 0.5f, height * 0.5f, 0.0f)); +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::Display(const Block &b) { - const BlockType &type = types.Get(b.type); +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(), label_color, 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::Render(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept { - world_prog.Activate(); - world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f }); - // disable distance fog - world_prog.SetFogDensity(0.0f); - GLContext::ClearDepthBuffer(); +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(); + } - GLContext::EnableInvertBlending(); - world_prog.SetMVP(crosshair_transform, view, projection); - crosshair.Draw(); + if (config.video.debug) { + if (env.counter.Changed()) { + UpdateCounter(); + } + UpdatePosition(); + UpdateOrientation(); + } +} - if (block_visible) { - GLContext::DisableBlending(); - world_prog.SetM(block_transform); - block.Draw(); +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(); + } - sprite_prog.Activate(); - sprite_prog.SetMVP(label_transform, view, projection); - sprite_prog.SetTexture(block_label); - label_sprite.Draw(); + // clear depth buffer so everything renders above the world + viewport.ClearDepth(); + + 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); + } } } -Interface::Interface(const Config &config, const Assets &assets, World &world) -: 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) -, config(config) -, place_timer(256) -, remove_timer(256) -, remove(0) -, selection(1) +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( + Config &config, + const Keymap &keymap, + PlayerController &pc, + ClientController &cc) +: config(config) +, keymap(keymap) +, player_ctrl(pc) +, client_ctrl(cc) , fwd(0) -, rev(0) { - hud.Viewport(960, 600); - 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 Keymap::TOGGLE_VIDEO: + client_ctrl.SetVideo(!config.video.world); break; - case SDLK_c: - PrintChunkInfo(); + case Keymap::TOGGLE_HUD: + client_ctrl.SetHUD(!config.video.hud); break; - case SDLK_l: - PrintLightInfo(); + case Keymap::TOGGLE_DEBUG: + client_ctrl.SetDebug(!config.video.debug); break; - case SDLK_p: - PrintSelectionInfo(); + case Keymap::CAMERA_NEXT: + client_ctrl.NextCamera(); + break; + + 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; + case Keymap::PRIMARY: + player_ctrl.StopPrimaryAction(); + break; + case Keymap::SECONDARY: + player_ctrl.StopSecondaryAction(); + break; + case Keymap::TERTIARY: + player_ctrl.StopTertiaryAction(); + break; - 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; + default: + break; } - 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) { - 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 (!config.input.mouse) return; - if (event.button == SDL_BUTTON_LEFT) { - remove_timer.Stop(); - } else if (event.button == SDL_BUTTON_RIGHT) { - place_timer.Stop(); + 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; } } -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()); - } - 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::Handle(const SDL_WindowEvent &event) noexcept { - if (event.event == SDL_WINDOWEVENT_RESIZED) { - hud.Viewport(event.data1, event.data2); - } +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); +Keymap::Keymap() +: codemap{ NONE } { - place_timer.Update(dt); - remove_timer.Update(dt); +} - aim = ctrl.Aim(); - 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 (remove_timer.Hit()) { - RemoveBlock(); - CheckAim(); +Keymap::Action Keymap::Lookup(SDL_Scancode scancode) const { + if (scancode < NUM_SCANCODES) { + return codemap[scancode]; + } else { + return NONE; } +} - if (place_timer.Hit()) { - PlaceBlock(); - CheckAim(); + +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); +} + + +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(DirectionalLighting &world_prog, BlendedSprite &sprite_prog) noexcept { - if (config.visual_disabled) return; +namespace { + +std::map 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) { - world_prog.Activate(); - world_prog.SetM(outline_transform); - outline.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(world_prog, sprite_prog); +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; + } } }