]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
move human I/O related stuff into separate file
[blank.git] / src / interface.cpp
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);
+}
+
+}