lua: hud library
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ffed4319da
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7e553efdec
@ -9,7 +9,3 @@ end
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function inventory_share_func(invid, slotid)
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inventory.set(invid, slotid, 0, 0)
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end
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function inventory_reposition()
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return 10, gui.get_viewport()[2] - document.root.size[2] - 100
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end
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@ -310,6 +310,11 @@ std::shared_ptr<Inventory> InventoryView::getInventory() const {
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return inventory;
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}
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size_t InventoryView::getSlotsCount() const {
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return slots.size();
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}
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void InventoryView::bind(
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std::shared_ptr<Inventory> inventory,
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LevelFrontend* frontend,
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@ -117,6 +117,8 @@ public:
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std::shared_ptr<Inventory> getInventory() const;
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size_t getSlotsCount() const;
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static void createReaders(gui::UiXmlReader& reader);
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static const int SLOT_INTERVAL = 4;
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@ -48,6 +48,7 @@
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#include "../core_defs.h"
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#include "../items/ItemDef.h"
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#include "../items/Inventory.h"
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#include "../items/Inventories.h"
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#include "../logic/scripting/scripting.h"
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using namespace gui;
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@ -94,7 +95,7 @@ std::shared_ptr<gui::UINode> HudElement::getNode() const {
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return node;
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}
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std::shared_ptr<UINode> HudRenderer::createDebugPanel(Engine* engine) {
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std::shared_ptr<UINode> Hud::createDebugPanel(Engine* engine) {
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auto level = frontend->getLevel();
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auto panel = std::make_shared<Panel>(glm::vec2(250, 200), glm::vec4(5.0f), 2.0f);
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@ -204,7 +205,7 @@ std::shared_ptr<UINode> HudRenderer::createDebugPanel(Engine* engine) {
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return panel;
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}
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std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
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std::shared_ptr<InventoryView> Hud::createContentAccess() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto indices = content->getIndices();
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@ -234,7 +235,7 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
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return view;
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}
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std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
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std::shared_ptr<InventoryView> Hud::createHotbar() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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@ -250,7 +251,7 @@ std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
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return view;
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}
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HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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Hud::Hud(Engine* engine, LevelFrontend* frontend)
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: assets(engine->getAssets()),
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gui(engine->getGUI()),
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frontend(frontend)
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@ -300,7 +301,7 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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gui->add(grabbedItemView);
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}
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HudRenderer::~HudRenderer() {
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Hud::~Hud() {
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// removing all controlled ui
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gui->remove(grabbedItemView);
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for (auto& element : elements) {
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@ -312,13 +313,13 @@ HudRenderer::~HudRenderer() {
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gui->remove(debugPanel);
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}
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void HudRenderer::drawDebug(int fps){
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void Hud::drawDebug(int fps){
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this->fps = fps;
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fpsMin = min(fps, fpsMin);
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fpsMax = max(fps, fpsMax);
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}
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void HudRenderer::update(bool visible) {
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void Hud::update(bool visible) {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto menu = gui->getMenu();
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@ -391,7 +392,7 @@ void HudRenderer::update(bool visible) {
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/**
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* Show inventory on the screen and turn on inventory mode blocking movement
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*/
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void HudRenderer::openInventory() {
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void Hud::openInventory() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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@ -404,17 +405,48 @@ void HudRenderer::openInventory() {
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add(HudElement(hud_element_mode::inventory_bound, inventoryDocument, inventoryView, false));
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}
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/**
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* Show player inventory + block UI
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* @param block world position of the open block
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* @param doc block UI document (root element must be an InventoryView)
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* @param blockinv block inventory.
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* In case of nullptr a new virtual inventory will be created
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*/
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void Hud::openInventory(glm::ivec3 block, UiDocument* doc, std::shared_ptr<Inventory> blockinv) {
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auto level = frontend->getLevel();
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blockUI = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
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if (blockUI == nullptr) {
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throw std::runtime_error("block UI root element must be 'inventory'");
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}
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openInventory();
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if (blockinv == nullptr) {
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blockinv = level->inventories->createVirtual(blockUI->getSlotsCount());
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}
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blockUI->bind(blockinv, frontend, interaction.get());
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add(HudElement(hud_element_mode::inventory_bound, doc, blockUI, false));
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}
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/**
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* Hide inventory and turn off inventory mode
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*/
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void HudRenderer::closeInventory() {
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void Hud::closeInventory() {
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auto level = frontend->getLevel();
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inventoryOpen = false;
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ItemStack& grabbed = interaction->getGrabbedItem();
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grabbed.clear();
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inventoryView = nullptr;
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if (blockUI) {
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auto blockinv = blockUI->getInventory();
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// todo: do it automatically
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if (blockinv->isVirtual()) {
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level->inventories->remove(blockinv->getId());
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}
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blockUI = nullptr;
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}
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}
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void HudRenderer::add(HudElement element) {
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void Hud::add(HudElement element) {
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gui->add(element.getNode());
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auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
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auto document = element.getDocument();
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@ -429,7 +461,7 @@ void HudRenderer::add(HudElement element) {
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elements.push_back(element);
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}
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void HudRenderer::remove(HudElement& element) {
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void Hud::remove(HudElement& element) {
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auto document = element.getDocument();
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if (document) {
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Inventory* inventory = nullptr;
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@ -442,7 +474,7 @@ void HudRenderer::remove(HudElement& element) {
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gui->remove(element.getNode());
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}
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void HudRenderer::draw(const GfxContext& ctx){
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void Hud::draw(const GfxContext& ctx){
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auto level = frontend->getLevel();
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auto player = level->player;
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@ -499,24 +531,24 @@ void HudRenderer::draw(const GfxContext& ctx){
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contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
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glm::vec2 invSize = inventoryView->getSize();
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//inventoryView->setCoord(glm::vec2(
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// glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
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// height/2-invSize.y/2
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//));
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inventoryView->setCoord(glm::vec2(
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glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
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height/2-invSize.y/2
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));
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}
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grabbedItemView->setCoord(glm::vec2(Events::cursor));
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batch->render();
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}
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bool HudRenderer::isInventoryOpen() const {
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bool Hud::isInventoryOpen() const {
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return inventoryOpen;
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}
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bool HudRenderer::isPause() const {
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bool Hud::isPause() const {
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return pause;
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}
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void HudRenderer::setPause(bool pause) {
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void Hud::setPause(bool pause) {
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if (this->pause == pause) {
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return;
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}
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@ -16,6 +16,7 @@ class Player;
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class Level;
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class Engine;
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class SlotView;
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class Inventory;
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class InventoryView;
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class LevelFrontend;
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class UiDocument;
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@ -59,7 +60,7 @@ public:
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}
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};
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class HudRenderer {
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class Hud {
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Assets* assets;
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std::unique_ptr<Camera> uicamera;
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@ -83,13 +84,15 @@ class HudRenderer {
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std::vector<HudElement> elements;
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std::shared_ptr<InventoryView> inventoryView = nullptr;
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std::shared_ptr<InventoryView> blockUI = nullptr;
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glm::ivec3 currentblock {};
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std::shared_ptr<gui::UINode> createDebugPanel(Engine* engine);
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std::shared_ptr<InventoryView> createContentAccess();
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std::shared_ptr<InventoryView> createHotbar();
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public:
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HudRenderer(Engine* engine, LevelFrontend* frontend);
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~HudRenderer();
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Hud(Engine* engine, LevelFrontend* frontend);
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~Hud();
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void update(bool hudVisible);
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void draw(const GfxContext& context);
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@ -100,6 +103,7 @@ public:
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void setPause(bool pause);
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void openInventory();
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void openInventory(glm::ivec3 block, UiDocument* doc, std::shared_ptr<Inventory> blockInv);
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void closeInventory();
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void add(HudElement element);
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@ -21,6 +21,7 @@
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#include "../objects/Player.h"
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#include "../logic/ChunksController.h"
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#include "../logic/LevelController.h"
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#include "../logic/scripting/scripting_frontend.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Chunk.h"
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#include "../engine.h"
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@ -87,7 +88,7 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
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: Screen(engine),
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level(level),
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frontend(std::make_unique<LevelFrontend>(level, engine->getAssets())),
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hud(std::make_unique<HudRenderer>(engine, frontend.get())),
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hud(std::make_unique<Hud>(engine, frontend.get())),
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worldRenderer(std::make_unique<WorldRenderer>(engine, frontend.get())),
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controller(std::make_unique<LevelController>(engine->getSettings(), level)) {
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@ -96,6 +97,7 @@ LevelScreen::LevelScreen(Engine* engine, Level* level)
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animator.reset(new TextureAnimator());
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animator->addAnimations(engine->getAssets()->getAnimations());
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scripting::on_frontend_init(hud.get());
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}
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LevelScreen::~LevelScreen() {
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@ -7,7 +7,7 @@
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class Assets;
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class Level;
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class WorldRenderer;
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class HudRenderer;
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class Hud;
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class Engine;
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class Camera;
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class Batch2D;
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@ -40,7 +40,7 @@ public:
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class LevelScreen : public Screen {
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std::unique_ptr<Level> level;
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std::unique_ptr<LevelFrontend> frontend;
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std::unique_ptr<HudRenderer> hud;
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std::unique_ptr<Hud> hud;
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std::unique_ptr<WorldRenderer> worldRenderer;
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std::unique_ptr<LevelController> controller;
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std::unique_ptr<TextureAnimator> animator;
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@ -33,6 +33,10 @@ void Inventories::store(std::shared_ptr<Inventory> inv) {
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map[inv->getId()] = inv;
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}
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void Inventories::remove(int64_t id) {
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map.erase(id);
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}
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std::shared_ptr<Inventory> Inventories::get(int64_t id) {
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auto found = map.find(id);
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if (found == map.end())
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@ -30,6 +30,9 @@ public:
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/* Store inventory */
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void store(std::shared_ptr<Inventory> inv);
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/* Remove inventory from map */
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void remove(int64_t id);
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/* Get inventory by id (works with both real and virtual)*/
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std::shared_ptr<Inventory> get(int64_t id);
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20
src/logic/scripting/api/libhud.cpp
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20
src/logic/scripting/api/libhud.cpp
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@ -0,0 +1,20 @@
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#include "libhud.h"
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#include <iostream>
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#include "../scripting.h"
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#include "../../../frontend/hud.h"
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namespace scripting {
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extern Hud* hud;
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}
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int l_hud_open_inventory(lua_State* L) {
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scripting::hud->openInventory();
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return 0;
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}
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int l_hud_close_inventory(lua_State* L) {
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scripting::hud->closeInventory();
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return 0;
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}
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15
src/logic/scripting/api/libhud.h
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15
src/logic/scripting/api/libhud.h
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@ -0,0 +1,15 @@
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#ifndef LOGIC_SCRIPTING_API_LIBHUD_H_
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#define LOGIC_SCRIPTING_API_LIBHUD_H_
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#include <lua.hpp>
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extern int l_hud_open_inventory(lua_State* L);
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extern int l_hud_close_inventory(lua_State* L);
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static const luaL_Reg hudlib [] = {
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{"open_inventory", l_hud_open_inventory},
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{"close_inventory", l_hud_close_inventory},
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{NULL, NULL}
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};
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#endif // LOGIC_SCRIPTING_API_LIBHUD_H_
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@ -7,8 +7,6 @@
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namespace fs = std::filesystem;
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class LuaState;
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class Engine;
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class Content;
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struct ContentPack;
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16
src/logic/scripting/scripting_frontend.cpp
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16
src/logic/scripting/scripting_frontend.cpp
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@ -0,0 +1,16 @@
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#include "scripting_frontend.h"
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#include "scripting.h"
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#include "api/libhud.h"
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#include "LuaState.h"
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namespace scripting {
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extern lua::LuaState* state;
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}
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Hud* scripting::hud = nullptr;
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void scripting::on_frontend_init(Hud* hud) {
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scripting::hud = hud;
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scripting::state->openlib("hud", hudlib, 0);
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}
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12
src/logic/scripting/scripting_frontend.h
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12
src/logic/scripting/scripting_frontend.h
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@ -0,0 +1,12 @@
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#ifndef LOGIC_SCRIPTING_SCRIPTING_FRONTEND_H_
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#define LOGIC_SCRIPTING_SCRIPTING_FRONTEND_H_
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class Hud;
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namespace scripting {
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extern Hud* hud;
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void on_frontend_init(Hud* hud);
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}
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#endif // LOGIC_SCRIPTING_SCRIPTING_FRONTEND_H_
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