hud refactor
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85d85dada7
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d4c4c4d399
@ -15,34 +15,36 @@
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InventoryView::InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks)
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: player(player),
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assets(assets),
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: assets(assets),
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indices(indices),
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cache(cache),
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blocks(blocks),
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invColumns(columns) {
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columns(columns) {
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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}
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void InventoryView::setPosition(int x, int y) {
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this->invX = x;
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this->invY = y;
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position.x = x;
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position.y = y;
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}
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int InventoryView::getWidth() const {
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return invColumns * iconSize + (invColumns-1) * interval + padX * 2;
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return columns * iconSize + (columns-1) * interval + padding.x * 2;
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}
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int InventoryView::getHeight() const {
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uint inv_rows = ceildiv(blocks.size(), invColumns);
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return inv_rows * iconSize + (inv_rows-1) * interval + padY * 2;
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uint inv_rows = ceildiv(blocks.size(), columns);
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return inv_rows * iconSize + (inv_rows-1) * interval + padding.y * 2;
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}
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void InventoryView::setSlotConsumer(slotconsumer consumer) {
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this->consumer = consumer;
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}
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void InventoryView::actAndDraw(const GfxContext* ctx) {
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@ -51,8 +53,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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auto viewport = ctx->getViewport();
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uint inv_w = getWidth();
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uint inv_h = getHeight();
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int xs = invX + padX;
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int ys = invY + padY;
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int xs = position.x + padding.x;
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int ys = position.y + padding.y;
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glm::vec4 tint (1.0f);
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int mx = Events::cursor.x;
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@ -62,15 +64,15 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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auto batch = ctx->getBatch2D();
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batch->texture(nullptr);
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batch->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f);
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batch->rect(invX, invY, inv_w, inv_h);
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batch->rect(position.x, position.y, inv_w, inv_h);
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batch->render();
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// blocks & items
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if (Events::scroll) {
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inventoryScroll -= Events::scroll * (iconSize+interval);
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scroll -= Events::scroll * (iconSize+interval);
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}
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inventoryScroll = std::min(inventoryScroll, int(inv_h-viewport.getHeight()));
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inventoryScroll = std::max(inventoryScroll, 0);
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scroll = std::min(scroll, int(inv_h-viewport.getHeight()));
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scroll = std::max(scroll, 0);
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blocksPreview->begin(&ctx->getViewport());
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{
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Window::clearDepth();
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@ -80,8 +82,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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uint index = 0;
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for (uint i = 0; i < blocks.size(); i++) {
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Block* cblock = indices->getBlockDef(blocks[i]);
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int x = xs + (iconSize+interval) * (index % invColumns);
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int y = ys + (iconSize+interval) * (index / invColumns) - inventoryScroll;
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int x = xs + (iconSize+interval) * (index % columns);
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int y = ys + (iconSize+interval) * (index / columns) - scroll;
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if (y < -int(iconSize+interval) || y >= int(viewport.getHeight())) {
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index++;
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continue;
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@ -91,7 +93,9 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(mousecode::BUTTON_1)) {
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player->chosenBlock = blocks[i];
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if (consumer) {
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consumer(blocks[i]);
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}
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}
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} else {
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tint = glm::vec4(1.0f);
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@ -2,44 +2,46 @@
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#define FRONTEND_INVENTORY_VIEW_H_
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#include <vector>
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#include <functional>
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#include <glm/glm.hpp>
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#include "../typedefs.h"
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class Player;
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class Assets;
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class GfxContext;
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class ContentIndices;
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class BlocksPreview;
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class ContentGfxCache;
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typedef std::function<void(blockid_t)> slotconsumer;
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class InventoryView {
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Player* player;
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const Assets* assets;
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const ContentIndices* indices;
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const ContentGfxCache* const cache;
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std::vector<blockid_t> blocks;
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BlocksPreview* blocksPreview;
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slotconsumer consumer = nullptr;
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int inventoryScroll = 0;
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int invColumns;
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int scroll = 0;
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int columns;
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uint iconSize = 48;
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uint interval = 4;
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int padX = interval;
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int padY = interval;
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int invX = 0;
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int invY = 0;
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glm::ivec2 padding {interval, interval};
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glm::ivec2 position {0, 0};
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public:
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InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks);
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void setPosition(int x, int y);
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void actAndDraw(const GfxContext* ctx);
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int getWidth() const;
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int getHeight() const;
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void setSlotConsumer(slotconsumer consumer);
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};
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#endif // FRONTEND_INVENTORY_VIEW_H_
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@ -55,39 +55,8 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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return label;
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}
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HudRenderer::HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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auto content = level->content;
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auto indices = content->indices;
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std::vector<blockid_t> blocks;
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for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
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const Block* def = indices->getBlockDef(id);
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if (def->hidden)
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continue;
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blocks.push_back(id);
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}
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contentAccess.reset(new InventoryView(
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8,
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level->player,
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assets,
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indices,
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cache,
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blocks));
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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void HudRenderer::createDebugPanel(Engine* engine) {
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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debugPanel = shared_ptr<UINode>(panel);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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@ -106,16 +75,16 @@ HudRenderer::HudRenderer(Engine* engine,
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
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})));
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panel->add(shared_ptr<Label>(create_label([this, level]() {
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
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panel->add(shared_ptr<Label>(create_label([this]() {
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return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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auto player = this->level->player;
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auto indices = this->level->content->indices;
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auto player = level->player;
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auto indices = level->content->indices;
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << this->level->player->selectedVoxel.states;
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stream << std::hex << level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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@ -123,7 +92,7 @@ HudRenderer::HudRenderer(Engine* engine,
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L" "+stream.str();
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"seed: "+std::to_wstring(this->level->world->seed);
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return L"seed: "+std::to_wstring(level->world->seed);
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})));
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for (int ax = 0; ax < 3; ax++){
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@ -203,6 +172,38 @@ HudRenderer::HudRenderer(Engine* engine,
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panel->add(checkpanel);
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}
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panel->refresh();
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}
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HudRenderer::HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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auto content = level->content;
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auto indices = content->indices;
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std::vector<blockid_t> blocks;
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for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
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const Block* def = indices->getBlockDef(id);
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if (def->hidden)
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continue;
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blocks.push_back(id);
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}
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contentAccess.reset(new InventoryView(8, assets, indices, cache, blocks));
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contentAccess->setSlotConsumer([=](blockid_t id) {
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level->player->chosenBlock = id;
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});
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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createDebugPanel(engine);
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menu->reset();
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gui->add(this->debugPanel);
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@ -41,6 +41,8 @@ class HudRenderer {
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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void createDebugPanel(Engine* engine);
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public:
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HudRenderer(Engine* engine,
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Level* level,
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