]> git.localhorst.tv Git - blank.git/commitdiff
move human I/O related stuff into separate file
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Thu, 12 Mar 2015 22:42:17 +0000 (23:42 +0100)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Thu, 12 Mar 2015 22:42:17 +0000 (23:42 +0100)
src/app.cpp
src/app.hpp
src/controller.cpp
src/controller.hpp
src/interface.cpp [new file with mode: 0644]
src/interface.hpp [new file with mode: 0644]

index 0005443abe23ee64fe7a081085533ed9ae6a5c94..4a890d56a61f0cdc10bf5b7a7d9b5cfc3661d256 100644 (file)
@@ -1,7 +1,5 @@
 #include "app.hpp"
 
-#include "geometry.hpp"
-
 #include <iostream>
 #include <stdexcept>
 
@@ -17,23 +15,11 @@ Application::Application()
 , init_glew()
 , program()
 , cam()
-, hud()
 , world()
-, controller(world.Player())
-, outline()
-, outline_visible(false)
-, outline_transform(1.0f)
-, running(false)
-, place(false)
-, remove(false)
-, pick(false)
-, remove_id(0)
-, place_id(1) {
+, interface(world)
+, running(false) {
        GLContext::EnableVSync();
 
-       hud.Viewport(960, 600);
-       hud.Display(*world.BlockTypes()[place_id]);
-
        glClearColor(0.0, 0.0, 0.0, 1.0);
 }
 
@@ -91,37 +77,16 @@ void Application::HandleEvents() {
                switch (event.type) {
                        case SDL_KEYDOWN:
                        case SDL_KEYUP:
-                               controller.HandleKeyboard(event.key);
+                               interface.Handle(event.key);
                                break;
                        case SDL_MOUSEBUTTONDOWN:
-                               if (event.button.button == 1) {
-                                       // left
-                                       remove = true;
-                               } else if (event.button.button == 2) {
-                                       // middle
-                                       pick = true;
-                               } else if (event.button.button == 3) {
-                                       // right
-                                       place = true;
-                               }
+                               interface.Handle(event.button);
                                break;
                        case SDL_MOUSEMOTION:
-                               controller.HandleMouse(event.motion);
+                               interface.Handle(event.motion);
                                break;
                        case SDL_MOUSEWHEEL:
-                               if (event.wheel.y < 0) {
-                                       ++place_id;
-                                       if (size_t(place_id) >= world.BlockTypes().Size()) {
-                                               place_id = 1;
-                                       }
-                                       hud.Display(*world.BlockTypes()[place_id]);
-                               } else if (event.wheel.y > 0) {
-                                       --place_id;
-                                       if (place_id <= 0) {
-                                               place_id = world.BlockTypes().Size() - 1;
-                                       }
-                                       hud.Display(*world.BlockTypes()[place_id]);
-                               }
+                               interface.Handle(event.wheel);
                                break;
                        case SDL_QUIT:
                                running = false;
@@ -136,9 +101,10 @@ void Application::HandleEvents() {
                                                break;
                                        case SDL_WINDOWEVENT_RESIZED:
                                                cam.Viewport(event.window.data1, event.window.data2);
-                                               hud.Viewport(event.window.data1, event.window.data2);
+                                               interface.Handle(event.window);
                                                break;
                                        default:
+                                               interface.Handle(event.window);
                                                break;
                                }
                                break;
@@ -149,52 +115,8 @@ void Application::HandleEvents() {
 }
 
 void Application::Update(int dt) {
-       controller.Update(dt);
+       interface.Update(dt);
        world.Update(dt);
-
-       Ray aim = controller.Aim();
-       Chunk *chunk;
-       int blkid;
-       float dist;
-       glm::vec3 normal;
-       if (world.Intersection(aim, glm::mat4(1.0f), &chunk, &blkid, &dist, &normal)) {
-               outline_visible = true;
-               outline.Clear();
-               chunk->Type(chunk->BlockAt(blkid)).FillOutlineModel(outline);
-               outline_transform = glm::scale(glm::mat4(1.0f), glm::vec3(1.0002f));
-               outline_transform = chunk->Transform(world.Player().ChunkCoords());
-               outline_transform *= chunk->ToTransform(blkid);
-       } else {
-               outline_visible = false;
-       }
-
-       if (pick) {
-               if (chunk) {
-                       place_id = chunk->BlockAt(blkid).type;
-                       hud.Display(*world.BlockTypes()[place_id]);
-               }
-               pick = false;
-       }
-       if (remove) {
-               if (chunk) {
-                       chunk->BlockAt(blkid).type = remove_id;
-                       chunk->Invalidate();
-               }
-               remove = false;
-       }
-       if (place) {
-               if (chunk) {
-                       Chunk *mod_chunk = chunk;
-                       glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
-                       if (!Chunk::InBounds(next_pos)) {
-                               mod_chunk = &world.Next(*chunk, normal);
-                               next_pos -= normal * glm::vec3(Chunk::Extent());
-                       }
-                       mod_chunk->BlockAt(next_pos).type = place_id;
-                       mod_chunk->Invalidate();
-               }
-               place = false;
-       }
 }
 
 void Application::Render() {
@@ -205,12 +127,7 @@ void Application::Render() {
        program.SetProjection(cam.Projection());
        world.Render(program);
 
-       if (outline_visible) {
-               program.SetM(outline_transform);
-               outline.Draw();
-       }
-
-       hud.Render(program);
+       interface.Render(program);
 
        window.Flip();
 }
index cb71411de60e312231f0ac847580f8baf914d579..6bd4e0d9a14a65e615eb62f9f14df5f8b33f5c9b 100644 (file)
@@ -1,14 +1,9 @@
 #ifndef BLANK_APP_HPP_
 #define BLANK_APP_HPP_
 
-#include <glm/glm.hpp>
-#include <glm/gtc/matrix_transform.hpp>
-
 #include "camera.hpp"
-#include "controller.hpp"
-#include "hud.hpp"
 #include "init.hpp"
-#include "model.hpp"
+#include "interface.hpp"
 #include "shader.hpp"
 #include "world.hpp"
 
@@ -48,21 +43,11 @@ private:
        DirectionalLighting program;
 
        Camera cam;
-       HUD hud;
        World world;
-       FPSController controller;
-
-       OutlineModel outline;
-       bool outline_visible;
-       glm::mat4 outline_transform;
+       Interface interface;
 
        bool running;
 
-       bool place, remove, pick;
-
-       int remove_id;
-       int place_id;
-
 };
 
 }
index a1d3a9871aa204a3ce2bc3f52e63b43850acf429..b996f9e37a04c80301a5776c288b5af09202b38e 100644 (file)
@@ -9,16 +9,7 @@ namespace blank {
 FPSController::FPSController(Entity &entity)
 : entity(entity)
 , pitch(0)
-, yaw(0)
-, move_velocity(0.005f)
-, pitch_sensitivity(-0.0025f)
-, yaw_sensitivity(-0.001f)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, yaw(0) {
 
 }
 
@@ -50,56 +41,9 @@ void FPSController::RotateYaw(float delta) {
 }
 
 
-void FPSController::HandleKeyboard(const SDL_KeyboardEvent &event) {
-       switch (event.keysym.sym) {
-               case SDLK_w:
-                       front = event.state == SDL_PRESSED;
-                       break;
-               case SDLK_s:
-                       back = event.state == SDL_PRESSED;
-                       break;
-               case SDLK_a:
-                       left = event.state == SDL_PRESSED;
-                       break;
-               case SDLK_d:
-                       right = event.state == SDL_PRESSED;
-                       break;
-               case SDLK_q:
-               case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
-                       break;
-               case SDLK_e:
-               case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
-                       break;
-       }
-}
-
-void FPSController::HandleMouse(const SDL_MouseMotionEvent &event) {
-       RotateYaw(event.xrel * yaw_sensitivity);
-       RotatePitch(event.yrel * pitch_sensitivity);
-}
-
-
 void FPSController::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;
-       }
        entity.Rotation(glm::eulerAngleYX(yaw, pitch));
-       entity.Velocity(glm::rotateY(vel, yaw));
+       entity.Velocity(glm::rotateY(velocity, yaw));
 }
 
 }
index aaa51f5da094069dbdb2551813fd7b9c3a26820d..c13a14ec5c8043fe5e1c6d92006bb33b327a2490 100644 (file)
@@ -4,7 +4,6 @@
 #include "entity.hpp"
 #include "geometry.hpp"
 
-#include <SDL.h>
 #include <glm/glm.hpp>
 
 
@@ -17,6 +16,9 @@ public:
 
        Ray Aim() const { return entity.Aim(entity.ChunkCoords()); }
 
+       const glm::vec3 &Velocity() const { return velocity; }
+       void Velocity(const glm::vec3 &vel) { velocity = vel; }
+
        // all angles in radians (full circle = 2π)
        float Pitch() const { return pitch; }
        void Pitch(float p);
@@ -25,23 +27,16 @@ public:
        void Yaw(float y);
        void RotateYaw(float delta);
 
-       void HandleKeyboard(const SDL_KeyboardEvent &);
-       void HandleMouse(const SDL_MouseMotionEvent &);
-
        void Update(int dt);
 
 private:
        Entity &entity;
 
+       glm::vec3 velocity;
+
        float pitch;
        float yaw;
 
-       float move_velocity;
-       float pitch_sensitivity;
-       float yaw_sensitivity;
-
-       bool front, back, left, right, up, down;
-
 };
 
 }
diff --git a/src/interface.cpp b/src/interface.cpp
new file mode 100644 (file)
index 0000000..f20903b
--- /dev/null
@@ -0,0 +1,179 @@
+#include "interface.hpp"
+
+#include "geometry.hpp"
+#include "world.hpp"
+
+#include <glm/glm.hpp>
+#include <glm/gtc/matrix_transform.hpp>
+
+
+namespace blank {
+
+Interface::Interface(World &world)
+: world(world)
+, ctrl(world.Player())
+, hud()
+, aim_chunk(nullptr)
+, aim_block(0)
+, aim_normal()
+, outline()
+, outline_transform(1.0f)
+, move_velocity(0.005f)
+, pitch_sensitivity(-0.0025f)
+, yaw_sensitivity(-0.001f)
+, remove(0)
+, selection(1)
+, front(false)
+, back(false)
+, left(false)
+, right(false)
+, up(false)
+, down(false) {
+       hud.Viewport(960, 600);
+       hud.Display(*world.BlockTypes()[selection.type]);
+}
+
+
+void Interface::Handle(const SDL_KeyboardEvent &event) {
+       switch (event.keysym.sym) {
+               case SDLK_w:
+                       front = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_s:
+                       back = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_a:
+                       left = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_d:
+                       right = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_q:
+               case SDLK_SPACE:
+                       up = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_e:
+               case SDLK_LSHIFT:
+                       down = event.state == SDL_PRESSED;
+                       break;
+       }
+}
+
+void Interface::Handle(const SDL_MouseMotionEvent &event) {
+       ctrl.RotateYaw(event.xrel * yaw_sensitivity);
+       ctrl.RotatePitch(event.yrel * pitch_sensitivity);
+}
+
+void Interface::Handle(const SDL_MouseButtonEvent &event) {
+       if (event.state != SDL_PRESSED) return;
+
+       if (event.button == 1) {
+               RemoveBlock();
+       } else if (event.button == 2) {
+               PickBlock();
+       } else if (event.button == 3) {
+               PlaceBlock();
+       }
+}
+
+void Interface::PickBlock() {
+       if (!aim_chunk) return;
+       selection = aim_chunk->BlockAt(aim_block);
+       hud.Display(*world.BlockTypes()[selection.type]);
+}
+
+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->BlockAt(next_pos) = selection;
+       mod_chunk->Invalidate();
+}
+
+void Interface::RemoveBlock() {
+       if (!aim_chunk) return;
+       aim_chunk->BlockAt(aim_block) = remove;
+       aim_chunk->Invalidate();
+}
+
+
+void Interface::Handle(const SDL_MouseWheelEvent &event) {
+       if (event.y < 0) {
+               SelectNext();
+       } else if (event.y > 0) {
+               SelectPrevious();
+       }
+}
+
+void Interface::SelectNext() {
+       ++selection.type;
+       if (size_t(selection.type) >= world.BlockTypes().Size()) {
+               selection.type = 1;
+       }
+       hud.Display(*world.BlockTypes()[selection.type]);
+}
+
+void Interface::SelectPrevious() {
+       --selection.type;
+       if (selection.type <= 0) {
+               selection.type = world.BlockTypes().Size() - 1;
+       }
+       hud.Display(*world.BlockTypes()[selection.type]);
+}
+
+void Interface::Handle(const SDL_WindowEvent &event) {
+       if (event.event == SDL_WINDOWEVENT_RESIZED) {
+               hud.Viewport(event.data1, event.data2);
+       }
+}
+
+
+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.Update(dt);
+
+       Ray aim = ctrl.Aim();
+       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::mat4(1.0f), glm::vec3(1.0002f));
+               outline_transform = aim_chunk->Transform(world.Player().ChunkCoords());
+               outline_transform *= aim_chunk->ToTransform(aim_block);
+       } else {
+               aim_chunk = nullptr;
+       }
+
+}
+
+
+void Interface::Render(DirectionalLighting &program) {
+       if (aim_chunk) {
+               program.SetM(outline_transform);
+               outline.Draw();
+       }
+
+       hud.Render(program);
+}
+
+}
diff --git a/src/interface.hpp b/src/interface.hpp
new file mode 100644 (file)
index 0000000..ed41708
--- /dev/null
@@ -0,0 +1,65 @@
+#ifndef BLANK_INTERFACE_HPP_
+#define BLANK_INTERFACE_HPP_
+
+#include "block.hpp"
+#include "controller.hpp"
+#include "hud.hpp"
+#include "model.hpp"
+#include "shader.hpp"
+
+#include <SDL.h>
+
+
+namespace blank {
+
+class Chunk;
+class World;
+
+class Interface {
+
+public:
+       explicit Interface(World &);
+
+       void Handle(const SDL_KeyboardEvent &);
+       void Handle(const SDL_MouseMotionEvent &);
+       void Handle(const SDL_MouseButtonEvent &);
+       void Handle(const SDL_MouseWheelEvent &);
+       void Handle(const SDL_WindowEvent &);
+
+       void PickBlock();
+       void PlaceBlock();
+       void RemoveBlock();
+
+       void SelectNext();
+       void SelectPrevious();
+
+       void Update(int dt);
+
+       void Render(DirectionalLighting &);
+
+private:
+       World &world;
+       FPSController ctrl;
+       HUD hud;
+
+       Chunk *aim_chunk;
+       int aim_block;
+       glm::vec3 aim_normal;
+
+       OutlineModel outline;
+       glm::mat4 outline_transform;
+
+       float move_velocity;
+       float pitch_sensitivity;
+       float yaw_sensitivity;
+
+       Block remove;
+       Block selection;
+
+       bool front, back, left, right, up, down;
+
+};
+
+}
+
+#endif