VoxelEngine/src/logic/PlayerController.hpp

99 lines
2.4 KiB
C++

#ifndef PLAYER_CONTROL_HPP_
#define PLAYER_CONTROL_HPP_
#include "../objects/Player.hpp"
#include <memory>
#include <vector>
#include <functional>
#include <glm/glm.hpp>
class Camera;
class Level;
class Block;
class Chunks;
class BlocksController;
struct CameraSettings;
class CameraControl {
std::shared_ptr<Player> player;
std::shared_ptr<Camera> camera;
const CameraSettings& settings;
glm::vec3 offset;
float shake = 0.0f;
float shakeTimer = 0.0f;
glm::vec3 interpVel {0.0f};
/// @brief Update shaking timer and calculate camera offset
/// @param delta delta time
/// @return camera offset
glm::vec3 updateCameraShaking(float delta);
/// @brief Update field-of-view effects
/// @param input player inputs
/// @param delta delta time
void updateFovEffects(const PlayerInput& input, float delta);
/// @brief Switch active player camera
void switchCamera();
public:
CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings);
void updateMouse(PlayerInput& input);
void update(const PlayerInput& input, float delta, Chunks* chunks);
void refresh();
};
enum class BlockInteraction {
step,
destruction,
placing
};
using on_block_interaction = std::function<void(
Player*, glm::ivec3, const Block*, BlockInteraction type
)>;
class PlayerController {
Level* level;
std::shared_ptr<Player> player;
PlayerInput input {};
CameraControl camControl;
BlocksController* blocksController;
std::vector<on_block_interaction> blockInteractionCallbacks;
void updateKeyboard();
void updateCamera(float delta, bool movement);
void resetKeyboard();
void updateControls(float delta);
void updateInteraction();
void onBlockInteraction(
glm::ivec3 pos,
const Block* def,
BlockInteraction type
);
float stepsTimer = 0.0f;
void onFootstep();
void updateFootsteps(float delta);
public:
static glm::vec3 selectedBlockPosition;
static glm::ivec3 selectedBlockNormal;
static glm::vec3 selectedPointPosition;
static int selectedBlockId;
static int selectedBlockRotation;
PlayerController(
Level* level,
const EngineSettings& settings,
BlocksController* blocksController
);
void update(float delta, bool input, bool pause);
Player* getPlayer();
void listenBlockInteraction(on_block_interaction callback);
};
#endif /* PLAYER_CONTROL_HPP_ */