while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
+ interface.HandlePress(event.key);
+ break;
case SDL_KEYUP:
- interface.Handle(event.key);
+ interface.HandleRelease(event.key);
break;
case SDL_MOUSEBUTTONDOWN:
- interface.Handle(event.button);
+ interface.HandlePress(event.button);
+ break;
+ case SDL_MOUSEBUTTONUP:
+ interface.HandleRelease(event.button);
break;
case SDL_MOUSEMOTION:
interface.Handle(event.motion);
#include "interface.hpp"
-#include "geometry.hpp"
#include "world.hpp"
#include <iostream>
: 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)
}
-void Interface::Handle(const SDL_KeyboardEvent &event) {
+void Interface::HandlePress(const SDL_KeyboardEvent &event) {
if (config.keyboard_disabled) return;
switch (event.keysym.sym) {
case SDLK_w:
- rev.z = event.state == SDL_PRESSED;
+ rev.z = 1;
break;
case SDLK_s:
- fwd.z = event.state == SDL_PRESSED;
+ fwd.z = 1;
break;
case SDLK_a:
- rev.x = event.state == SDL_PRESSED;
+ rev.x = 1;
break;
case SDLK_d:
- fwd.x = event.state == SDL_PRESSED;
+ fwd.x = 1;
break;
case SDLK_SPACE:
- fwd.y = event.state == SDL_PRESSED;
+ fwd.y = 1;
break;
case SDLK_LSHIFT:
- rev.y = event.state == SDL_PRESSED;
+ rev.y = 1;
break;
case SDLK_q:
- if (event.state == SDL_PRESSED) {
- FaceBlock();
- }
+ FaceBlock();
break;
case SDLK_e:
- if (event.state == SDL_PRESSED) {
- TurnBlock();
- }
+ TurnBlock();
break;
case SDLK_b:
- if (event.state == SDL_PRESSED) {
- PrintBlockInfo();
- }
+ PrintBlockInfo();
break;
case SDLK_c:
- if (event.state == SDL_PRESSED) {
- PrintChunkInfo();
- }
+ PrintChunkInfo();
break;
case SDLK_l:
- if (event.state == SDL_PRESSED) {
- PrintLightInfo();
- }
+ PrintLightInfo();
break;
case SDLK_p:
- if (event.state == SDL_PRESSED) {
- PrintSelectionInfo();
- }
+ 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;
}
}
ctrl.RotatePitch(event.yrel * config.pitch_sensitivity);
}
-void Interface::Handle(const SDL_MouseButtonEvent &event) {
+void Interface::HandlePress(const SDL_MouseButtonEvent &event) {
if (config.mouse_disabled) return;
- if (event.state != SDL_PRESSED) 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();
}
}
ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
ctrl.Update(dt);
- Ray aim = ctrl.Aim();
+ 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::mat4(1.0f), glm::vec3(1.0002f));
- outline_transform = aim_chunk->Transform(world.Player().ChunkCoords());
+ outline_transform = glm::scale(glm::vec3(1.0002f));
+ outline_transform *= aim_chunk->Transform(world.Player().ChunkCoords());
outline_transform *= aim_chunk->ToTransform(aim_block);
} else {
aim_chunk = nullptr;
}
-
}
#include "block.hpp"
#include "controller.hpp"
+#include "geometry.hpp"
#include "hud.hpp"
#include "model.hpp"
#include "shader.hpp"
+#include "timer.hpp"
#include <SDL.h>
#include <glm/glm.hpp>
Interface(const Config &, World &);
- void Handle(const SDL_KeyboardEvent &);
+ void HandlePress(const SDL_KeyboardEvent &);
+ void HandleRelease(const SDL_KeyboardEvent &);
void Handle(const SDL_MouseMotionEvent &);
- void Handle(const SDL_MouseButtonEvent &);
+ void HandlePress(const SDL_MouseButtonEvent &);
+ void HandleRelease(const SDL_MouseButtonEvent &);
void Handle(const SDL_MouseWheelEvent &);
void Handle(const SDL_WindowEvent &) noexcept;
void Render(DirectionalLighting &) noexcept;
+private:
+ void CheckAim();
+
private:
World &world;
FPSController ctrl;
HUD hud;
+ Ray aim;
Chunk *aim_chunk;
int aim_block;
glm::vec3 aim_normal;
Config config;
+ IntervalTimer place_timer;
+ IntervalTimer remove_timer;
+
Block remove;
Block selection;