+++ /dev/null
-#include "interface.hpp"
-
-#include "world.hpp"
-
-#include <iostream>
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtx/io.hpp>
-
-
-namespace blank {
-
-Interface::Interface(const Config &config, World &world)
-: world(world)
-, ctrl(world.Player())
-, hud(world.BlockTypes())
-, 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)
-, fwd(0)
-, rev(0) {
- hud.Viewport(960, 600);
- hud.Display(selection);
-}
-
-
-void Interface::HandlePress(const SDL_KeyboardEvent &event) {
- if (config.keyboard_disabled) return;
-
- switch (event.keysym.sym) {
- case SDLK_w:
- rev.z = 1;
- break;
- case SDLK_s:
- fwd.z = 1;
- break;
- case SDLK_a:
- rev.x = 1;
- break;
- case SDLK_d:
- fwd.x = 1;
- break;
- case SDLK_SPACE:
- fwd.y = 1;
- break;
- case SDLK_LSHIFT:
- rev.y = 1;
- break;
-
- case SDLK_q:
- FaceBlock();
- break;
- case SDLK_e:
- TurnBlock();
- break;
-
- case SDLK_b:
- PrintBlockInfo();
- break;
- case SDLK_c:
- PrintChunkInfo();
- break;
- case SDLK_l:
- PrintLightInfo();
- break;
- case SDLK_p:
- PrintSelectionInfo();
- break;
- }
-}
-
-void Interface::HandleRelease(const SDL_KeyboardEvent &event) {
- if (config.keyboard_disabled) return;
-
- switch (event.keysym.sym) {
- case SDLK_w:
- rev.z = 0;
- break;
- case SDLK_s:
- fwd.z = 0;
- break;
- case SDLK_a:
- rev.x = 0;
- break;
- case SDLK_d:
- fwd.x = 0;
- break;
- case SDLK_SPACE:
- fwd.y = 0;
- break;
- case SDLK_LSHIFT:
- rev.y = 0;
- 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::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) {
- if (config.mouse_disabled) return;
- ctrl.RotateYaw(event.xrel * config.yaw_sensitivity);
- ctrl.RotatePitch(event.yrel * config.pitch_sensitivity);
-}
-
-void Interface::HandlePress(const SDL_MouseButtonEvent &event) {
- if (config.mouse_disabled) return;
-
- if (event.button == 1) {
- RemoveBlock();
- remove_timer.Start();
- } else if (event.button == 2) {
- PickBlock();
- } else if (event.button == 3) {
- PlaceBlock();
- place_timer.Start();
- }
-}
-
-void Interface::HandleRelease(const SDL_MouseButtonEvent &event) {
- if (config.mouse_disabled) return;
-
- if (event.button == 1) {
- remove_timer.Stop();
- } else if (event.button == 3) {
- place_timer.Stop();
- }
-}
-
-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 (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(selection);
-}
-
-void Interface::SelectPrevious() {
- --selection.type;
- if (selection.type <= 0) {
- selection.type = world.BlockTypes().Size() - 1;
- }
- hud.Display(selection);
-}
-
-void Interface::Handle(const SDL_WindowEvent &event) noexcept {
- if (event.event == SDL_WINDOWEVENT_RESIZED) {
- hud.Viewport(event.data1, event.data2);
- }
-}
-
-
-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);
-
- aim = ctrl.Aim();
- CheckAim();
-
- if (remove_timer.Hit()) {
- RemoveBlock();
- CheckAim();
- }
-
- if (place_timer.Hit()) {
- PlaceBlock();
- CheckAim();
- }
-}
-
-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 Interface::Render(DirectionalLighting &program) noexcept {
- if (config.visual_disabled) return;
-
- if (aim_chunk) {
- program.SetM(outline_transform);
- outline.Draw();
- }
-
- hud.Render(program);
-}
-
-}