#ifndef PLAYER_CONTROL_H_ #define PLAYER_CONTROL_H_ #include #include #include #include #include "../settings.h" #include "../objects/Player.h" class Camera; class Level; class Block; class BlocksController; class CameraControl { std::shared_ptr player; std::shared_ptr 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, const CameraSettings& settings); void updateMouse(PlayerInput& input); void update(PlayerInput& input, float delta, Chunks* chunks); void refresh(); }; enum class BlockInteraction { step, destruction, placing }; using on_block_interaction = std::function; class PlayerController { Level* level; std::shared_ptr player; PlayerInput input; CameraControl camControl; BlocksController* blocksController; std::vector 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 selectedBlockStates; 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_H_ */