fix: pause menu on hudVisible=false (#512)
* fix: pause menu on hudVisible=false
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2b753a1dd2
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@ -314,6 +314,7 @@ void Hud::updateWorldGenDebug() {
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void Hud::update(bool visible) {
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void Hud::update(bool visible) {
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const auto& chunks = *player.chunks;
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const auto& chunks = *player.chunks;
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bool is_menu_open = menu.hasOpenPage();
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debugPanel->setVisible(
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debugPanel->setVisible(
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debug && visible && !(inventoryOpen && inventoryView == nullptr)
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debug && visible && !(inventoryOpen && inventoryView == nullptr)
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@ -322,13 +323,13 @@ void Hud::update(bool visible) {
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if (!visible && inventoryOpen) {
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if (!visible && inventoryOpen) {
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closeInventory();
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closeInventory();
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}
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}
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if (pause && !menu.hasOpenPage()) {
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if (pause && !is_menu_open) {
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setPause(false);
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setPause(false);
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}
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}
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if (!gui.isFocusCaught()) {
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if (!gui.isFocusCaught()) {
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processInput(visible);
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processInput(visible);
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}
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}
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if ((menu.hasOpenPage() || inventoryOpen) == input.getCursor().locked) {
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if ((is_menu_open || inventoryOpen) == input.getCursor().locked) {
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input.toggleCursor();
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input.toggleCursor();
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}
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}
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@ -349,6 +350,8 @@ void Hud::update(bool visible) {
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contentAccessPanel->setSize(glm::vec2(caSize.x, windowSize.y));
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contentAccessPanel->setSize(glm::vec2(caSize.x, windowSize.y));
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contentAccess->setMinSize(glm::vec2(1, windowSize.y));
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contentAccess->setMinSize(glm::vec2(1, windowSize.y));
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hotbarView->setVisible(visible && !(secondUI && !inventoryView));
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hotbarView->setVisible(visible && !(secondUI && !inventoryView));
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darkOverlay->setVisible(is_menu_open);
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menu.setVisible(is_menu_open);
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if (visible) {
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if (visible) {
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for (auto& element : elements) {
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for (auto& element : elements) {
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@ -360,7 +363,7 @@ void Hud::update(bool visible) {
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}
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}
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cleanup();
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cleanup();
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debugMinimap->setVisible(debug && showGeneratorMinimap);
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debugMinimap->setVisible(debug && showGeneratorMinimap && visible);
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if (debug && showGeneratorMinimap) {
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if (debug && showGeneratorMinimap) {
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updateWorldGenDebug();
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updateWorldGenDebug();
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}
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}
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@ -593,10 +596,6 @@ void Hud::setDebug(bool flag) {
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void Hud::draw(const DrawContext& ctx){
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void Hud::draw(const DrawContext& ctx){
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const auto& viewport = ctx.getViewport();
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const auto& viewport = ctx.getViewport();
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bool is_menu_open = menu.hasOpenPage();
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darkOverlay->setVisible(is_menu_open);
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menu.setVisible(is_menu_open);
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updateElementsPosition(viewport);
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updateElementsPosition(viewport);
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uicamera->setFov(viewport.y);
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uicamera->setFov(viewport.y);
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