651 lines
20 KiB
C++
651 lines
20 KiB
C++
#include "hud.h"
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// TODO: refactor this garbage
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#include <iostream>
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#include <sstream>
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#include <memory>
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#include <string>
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#include <assert.h>
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#include <stdexcept>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "../typedefs.h"
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#include "../content/Content.h"
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#include "../util/stringutil.h"
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#include "../util/timeutil.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Batch2D.h"
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#include "../graphics/Batch3D.h"
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#include "../graphics/Font.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Mesh.h"
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#include "../graphics/Texture.h"
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#include "../window/Camera.h"
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#include "../window/Window.h"
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#include "../window/Events.h"
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#include "../window/input.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Block.h"
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#include "../voxels/Chunk.h"
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#include "../world/World.h"
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#include "../world/Level.h"
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#include "../objects/Player.h"
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#include "../physics/Hitbox.h"
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#include "../maths/voxmaths.h"
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#include "gui/controls.h"
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#include "gui/containers.h"
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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#include "screens.h"
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#include "WorldRenderer.h"
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#include "BlocksPreview.h"
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#include "InventoryView.h"
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#include "LevelFrontend.h"
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#include "UiDocument.h"
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#include "../engine.h"
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#include "../delegates.h"
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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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static std::shared_ptr<Label> create_label(wstringsupplier supplier) {
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auto label = std::make_shared<Label>(L"-");
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label->textSupplier(supplier);
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return label;
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}
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HudElement::HudElement(
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hud_element_mode mode,
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UiDocument* document,
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std::shared_ptr<gui::UINode> node,
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bool debug
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) : mode(mode), document(document), node(node), debug(debug) {
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}
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void HudElement::update(bool pause, bool inventoryOpen, bool debugMode) {
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if (debug && !debugMode) {
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node->setVisible(false);
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}
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switch (mode) {
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case hud_element_mode::permanent:
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node->setVisible(true);
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break;
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case hud_element_mode::ingame:
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node->setVisible(!pause && !inventoryOpen);
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break;
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case hud_element_mode::inventory_any:
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node->setVisible(inventoryOpen);
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break;
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case hud_element_mode::inventory_bound:
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removed = !inventoryOpen;
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break;
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}
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}
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UiDocument* HudElement::getDocument() const {
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return document;
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}
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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> 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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panel->listenInterval(0.5f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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panel->setCoord(glm::vec2(10, 10));
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panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
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panel->add(create_label([](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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}));
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panel->add(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
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}));
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panel->add(create_label([=]() {
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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(create_label([=](){
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auto player = level->player;
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auto* indices = level->content->getIndices();
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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 << 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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return L"block: "+std::to_wstring(player->selectedVoxel.id)+
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L" "+stream.str();
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}));
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panel->add(create_label([=](){
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return L"seed: "+std::to_wstring(level->world->getSeed());
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}));
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for (int ax = 0; ax < 3; ax++) {
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auto sub = std::make_shared<Container>(glm::vec2(), glm::vec2(250, 27));
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std::wstring str = L"x: ";
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str[0] += ax;
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auto label = std::make_shared<Label>(str);
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label->setMargin(glm::vec4(2, 3, 2, 3));
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label->setSize(glm::vec2(20, 27));
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sub->add(label);
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sub->setColor(glm::vec4(0.0f));
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// Coord input
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auto box = std::make_shared<TextBox>(L"");
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box->setTextSupplier([=]() {
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Hitbox* hitbox = level->player->hitbox.get();
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return util::to_wstring(hitbox->position[ax], 2);
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});
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box->setTextConsumer([=](std::wstring text) {
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try {
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glm::vec3 position = level->player->hitbox->position;
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position[ax] = std::stoi(text);
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level->player->teleport(position);
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} catch (std::invalid_argument& _){
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}
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});
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box->setOnEditStart([=](){
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Hitbox* hitbox = level->player->hitbox.get();
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box->setText(std::to_wstring(int(hitbox->position[ax])));
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});
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box->setSize(glm::vec2(230, 27));
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sub->add(box, glm::vec2(20, 0));
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panel->add(sub);
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}
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panel->add(create_label([=](){
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int hour, minute, second;
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timeutil::from_value(level->world->daytime, hour, minute, second);
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std::wstring timeString =
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util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
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util::lfill(std::to_wstring(minute), 2, L'0');
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return L"time: "+timeString;
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}));
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{
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auto bar = std::make_shared<TrackBar>(0.0f, 1.0f, 1.0f, 0.005f, 8);
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bar->setSupplier([=]() {return level->world->daytime;});
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bar->setConsumer([=](double val) {level->world->daytime = val;});
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panel->add(bar);
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}
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{
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auto bar = std::make_shared<TrackBar>(0.0f, 1.0f, 0.0f, 0.005f, 8);
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bar->setSupplier([=]() {return WorldRenderer::fog;});
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bar->setConsumer([=](double val) {WorldRenderer::fog = val;});
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panel->add(bar);
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}
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{
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auto checkbox = std::make_shared<FullCheckBox>(
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L"Show Chunk Borders", glm::vec2(400, 24)
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);
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checkbox->setSupplier([=]() {
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return engine->getSettings().debug.showChunkBorders;
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});
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checkbox->setConsumer([=](bool checked) {
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engine->getSettings().debug.showChunkBorders = checked;
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});
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panel->add(checkbox);
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}
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panel->refresh();
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return panel;
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}
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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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auto player = level->player;
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auto inventory = player->getInventory();
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int itemsCount = indices->countItemDefs();
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auto accessInventory = std::make_shared<Inventory>(0, itemsCount);
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for (int id = 1; id < itemsCount; id++) {
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accessInventory->getSlot(id-1).set(ItemStack(id, 1));
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}
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SlotLayout slotLayout(-1, glm::vec2(), false, true,
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[=](uint, ItemStack& item) {
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auto copy = ItemStack(item);
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inventory->move(copy, indices);
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},
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[=](uint, ItemStack& item) {
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inventory->getSlot(player->getChosenSlot()).set(item);
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});
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InventoryBuilder builder;
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builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
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auto view = builder.build();
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view->bind(accessInventory, frontend, interaction.get());
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view->setMargin(glm::vec4());
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return view;
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}
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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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SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr);
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InventoryBuilder builder;
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builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
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auto view = builder.build();
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view->setOrigin(glm::vec2(view->getSize().x/2, 0));
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view->bind(inventory, frontend, interaction.get());
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view->setInteractive(false);
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return view;
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}
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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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{
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auto menu = gui->getMenu();
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interaction = std::make_unique<InventoryInteraction>();
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grabbedItemView = std::make_shared<SlotView>(
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SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr)
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);
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grabbedItemView->bind(
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0,
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interaction->getGrabbedItem(),
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frontend,
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interaction.get()
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);
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grabbedItemView->setColor(glm::vec4());
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grabbedItemView->setInteractive(false);
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grabbedItemView->setZIndex(1);
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contentAccess = createContentAccess();
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contentAccessPanel = std::make_shared<Panel>(
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contentAccess->getSize(), glm::vec4(0.0f), 0.0f
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);
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contentAccessPanel->setColor(glm::vec4());
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contentAccessPanel->add(contentAccess);
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contentAccessPanel->setScrollable(true);
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hotbarView = createHotbar();
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darkOverlay = std::make_unique<Panel>(glm::vec2(4000.0f));
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darkOverlay->setColor(glm::vec4(0, 0, 0, 0.5f));
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darkOverlay->setZIndex(-1);
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darkOverlay->setVisible(false);
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uicamera = std::make_unique<Camera>(glm::vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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debugPanel = createDebugPanel(engine);
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menu->reset();
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debugPanel->setZIndex(2);
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gui->add(darkOverlay);
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gui->add(hotbarView);
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gui->add(debugPanel);
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gui->add(contentAccessPanel);
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gui->add(grabbedItemView);
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}
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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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remove(element);
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}
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gui->remove(hotbarView);
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gui->remove(darkOverlay);
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gui->remove(contentAccessPanel);
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gui->remove(debugPanel);
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}
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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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/**
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* Remove all elements marked as removed
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*/
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void Hud::cleanup() {
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auto it = std::remove_if(elements.begin(), elements.end(), [](const HudElement& e) {
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return e.isRemoved();
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});
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elements.erase(it, elements.end());
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}
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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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debugPanel->setVisible(player->debug && visible);
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if (!visible && inventoryOpen) {
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closeInventory();
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}
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if (pause && menu->getCurrent().panel == nullptr) {
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setPause(false);
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}
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if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
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if (pause) {
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setPause(false);
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} else if (inventoryOpen) {
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closeInventory();
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} else {
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setPause(true);
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}
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}
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if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
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if (!pause) {
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if (inventoryOpen) {
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closeInventory();
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} else {
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openInventory();
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}
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}
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}
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if ((pause || inventoryOpen) == Events::_cursor_locked) {
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Events::toggleCursor();
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}
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if (blockUI) {
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voxel* vox = level->chunks->get(currentblock.x, currentblock.y, currentblock.z);
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if (vox == nullptr || vox->id != currentblockid) {
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closeInventory();
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}
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}
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for (auto& element : elements) {
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element.getNode()->setVisible(visible);
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}
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glm::vec2 invSize = contentAccessPanel->getSize();
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contentAccessPanel->setVisible(inventoryOpen);
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contentAccessPanel->setSize(glm::vec2(invSize.x, Window::height));
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contentAccess->setMinSize(glm::vec2(1, Window::height));
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hotbarView->setVisible(visible);
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for (int i = keycode::NUM_1; i <= keycode::NUM_9; i++) {
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if (Events::jpressed(i)) {
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player->setChosenSlot(i - keycode::NUM_1);
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}
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}
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if (Events::jpressed(keycode::NUM_0)) {
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player->setChosenSlot(9);
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}
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if (!pause && !inventoryOpen && Events::scroll) {
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int slot = player->getChosenSlot();
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slot = (slot - Events::scroll) % 10;
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if (slot < 0) {
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slot += 10;
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}
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player->setChosenSlot(slot);
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}
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if (visible) {
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for (auto& element : elements) {
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element.update(pause, inventoryOpen, player->debug);
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if (element.isRemoved()) {
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remove(element);
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}
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}
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}
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cleanup();
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}
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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 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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inventoryOpen = true;
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auto inventoryDocument = assets->getLayout("core:inventory");
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inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
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inventoryView->bind(inventory, frontend, interaction.get());
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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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if (isInventoryOpen()) {
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closeInventory();
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}
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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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level->chunks->getChunkByVoxel(block.x, block.y, block.z)->setUnsaved(true);
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blockUI->bind(blockinv, frontend, interaction.get());
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currentblock = block;
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currentblockid = level->chunks->get(block.x, block.y, block.z)->id;
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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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* Add element as permanent overlay
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* @param doc element layout document
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*/
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void Hud::openPermanent(UiDocument* doc) {
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auto root = doc->getRoot();
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remove(root);
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auto invview = std::dynamic_pointer_cast<InventoryView>(root);
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if (invview) {
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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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invview->bind(inventory, frontend, interaction.get());
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}
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add(HudElement(hud_element_mode::permanent, doc, doc->getRoot(), 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 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 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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if (document) {
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if (invview) {
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auto inventory = invview->getInventory();
|
|
scripting::on_ui_open(
|
|
element.getDocument(),
|
|
inventory.get(),
|
|
currentblock
|
|
);
|
|
} else {
|
|
scripting::on_ui_open(
|
|
element.getDocument(),
|
|
nullptr,
|
|
currentblock
|
|
);
|
|
}
|
|
}
|
|
elements.push_back(element);
|
|
}
|
|
|
|
void Hud::remove(HudElement& element) {
|
|
auto document = element.getDocument();
|
|
if (document) {
|
|
Inventory* inventory = nullptr;
|
|
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
|
|
if (invview) {
|
|
inventory = invview->getInventory().get();
|
|
}
|
|
scripting::on_ui_close(document, inventory);
|
|
}
|
|
gui->remove(element.getNode());
|
|
}
|
|
|
|
// todo: refactor this garbage
|
|
void Hud::remove(std::shared_ptr<UINode> node) {
|
|
for (auto& element : elements) {
|
|
if (element.getNode() == node) {
|
|
element.setRemoved();
|
|
remove(element);
|
|
}
|
|
}
|
|
cleanup();
|
|
}
|
|
|
|
void Hud::draw(const GfxContext& ctx){
|
|
auto level = frontend->getLevel();
|
|
auto player = level->player;
|
|
|
|
const Viewport& viewport = ctx.getViewport();
|
|
const uint width = viewport.getWidth();
|
|
const uint height = viewport.getHeight();
|
|
|
|
uicamera->setFov(height);
|
|
|
|
auto batch = ctx.getBatch2D();
|
|
batch->begin();
|
|
|
|
Shader* uishader = assets->getShader("ui");
|
|
uishader->use();
|
|
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
|
|
|
hotbarView->setCoord(glm::vec2(width/2, height-65));
|
|
hotbarView->setSelected(player->getChosenSlot());
|
|
|
|
// Crosshair
|
|
if (!pause && Events::_cursor_locked && !level->player->debug) {
|
|
GfxContext chctx = ctx.sub();
|
|
chctx.blendMode(blendmode::inversion);
|
|
auto texture = assets->getTexture("gui/crosshair");
|
|
batch->texture(texture);
|
|
int chsizex = texture != nullptr ? texture->width : 16;
|
|
int chsizey = texture != nullptr ? texture->height : 16;
|
|
batch->rect(
|
|
(width-chsizex)/2, (height-chsizey)/2,
|
|
chsizex, chsizey, 0,0, 1,1, 1,1,1,1
|
|
);
|
|
batch->render();
|
|
}
|
|
|
|
// Delta-time visualizer
|
|
if (level->player->debug) {
|
|
batch->texture(nullptr);
|
|
const int dmwidth = 256;
|
|
const float dmscale = 4000.0f;
|
|
static float deltameter[dmwidth]{};
|
|
static int index=0;
|
|
index = index + 1 % dmwidth;
|
|
deltameter[index%dmwidth] = glm::min(0.2f, 1.f/fps)*dmscale;
|
|
batch->lineWidth(1);
|
|
for (int i = index+1; i < index+dmwidth; i++) {
|
|
int j = i % dmwidth;
|
|
batch->line(width-dmwidth+i-index, height-deltameter[j],
|
|
width-dmwidth+i-index, height, 1.0f, 1.0f, 1.0f, 0.2f);
|
|
}
|
|
}
|
|
|
|
if (inventoryOpen) {
|
|
float caWidth = contentAccess->getSize().x;
|
|
contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
|
|
|
|
glm::vec2 invSize = inventoryView->getSize();
|
|
if (blockUI == nullptr) {
|
|
inventoryView->setCoord(glm::vec2(
|
|
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
|
|
height/2-invSize.y/2
|
|
));
|
|
} else {
|
|
glm::vec2 blockInvSize = blockUI->getSize();
|
|
int interval = 5;
|
|
float totalHeight = invSize.y + blockInvSize.y + interval;
|
|
inventoryView->setCoord(glm::vec2(
|
|
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
|
|
height/2+totalHeight/2-invSize.y
|
|
));
|
|
blockUI->setCoord(glm::vec2(
|
|
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
|
|
height/2-totalHeight/2
|
|
));
|
|
}
|
|
}
|
|
grabbedItemView->setCoord(glm::vec2(Events::cursor));
|
|
batch->render();
|
|
}
|
|
|
|
bool Hud::isInventoryOpen() const {
|
|
return inventoryOpen;
|
|
}
|
|
|
|
bool Hud::isPause() const {
|
|
return pause;
|
|
}
|
|
|
|
void Hud::setPause(bool pause) {
|
|
if (this->pause == pause) {
|
|
return;
|
|
}
|
|
this->pause = pause;
|
|
|
|
auto menu = gui->getMenu();
|
|
if (pause) {
|
|
menu->setPage("pause");
|
|
} else {
|
|
menu->reset();
|
|
}
|
|
darkOverlay->setVisible(pause);
|
|
menu->setVisible(pause);
|
|
}
|
|
|
|
Player* Hud::getPlayer() const {
|
|
return frontend->getLevel()->player;
|
|
}
|