The 'empty()' method is more efficient for checking if a string is empty compared to comparing it with an empty string literal. The default constructor 'std::wstring()' is more efficient for creating an empty string compared to using a string literal. The 'clear()' method is more efficient for clearing a std::wstring compared to assigning it an empty string literal. Reported by: PVS-Studio Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
391 lines
11 KiB
C++
391 lines
11 KiB
C++
#include "InventoryView.hpp"
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#include "../../../assets/Assets.hpp"
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#include "../../../content/Content.hpp"
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#include "../../../frontend/LevelFrontend.hpp"
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#include "../../../frontend/locale.hpp"
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#include "../../../items/Inventories.hpp"
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#include "../../../items/Inventory.hpp"
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#include "../../../items/ItemDef.hpp"
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#include "../../../items/ItemStack.hpp"
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#include "../../../logic/scripting/scripting.hpp"
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#include "../../../maths/voxmaths.hpp"
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#include "../../../objects/Player.hpp"
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#include "../../../util/stringutil.hpp"
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#include "../../../voxels/Block.hpp"
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#include "../../../window/Events.hpp"
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#include "../../../window/input.hpp"
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#include "../../../world/Level.hpp"
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#include "../../core/Atlas.hpp"
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#include "../../core/Batch2D.hpp"
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#include "../../core/Font.hpp"
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#include "../../core/DrawContext.hpp"
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#include "../../core/Shader.hpp"
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#include "../../core/Texture.hpp"
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#include "../../render/BlocksPreview.hpp"
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#include "../GUI.hpp"
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#include <glm/glm.hpp>
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#include <utility>
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using namespace gui;
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SlotLayout::SlotLayout(
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int index,
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glm::vec2 position,
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bool background,
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bool itemSource,
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slotcallback updateFunc,
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slotcallback shareFunc,
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slotcallback rightClick
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) : index(index),
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position(position),
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background(background),
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itemSource(itemSource),
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updateFunc(std::move(updateFunc)),
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shareFunc(std::move(shareFunc)),
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rightClick(std::move(rightClick)) {}
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InventoryBuilder::InventoryBuilder() {
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view = std::make_shared<InventoryView>();
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}
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void InventoryBuilder::addGrid(
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int cols, int count,
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glm::vec2 pos,
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int padding,
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bool addpanel,
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const SlotLayout& slotLayout
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) {
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const int slotSize = InventoryView::SLOT_SIZE;
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const int interval = InventoryView::SLOT_INTERVAL;
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int rows = ceildiv(count, cols);
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uint width = cols * (slotSize + interval) - interval + padding*2;
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uint height = rows * (slotSize + interval) - interval + padding*2;
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glm::vec2 vsize = view->getSize();
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if (pos.x + width > vsize.x) {
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vsize.x = pos.x + width;
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}
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if (pos.y + height > vsize.y) {
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vsize.y = pos.y + height;
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}
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view->setSize(vsize);
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if (addpanel) {
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auto panel = std::make_shared<gui::Container>(glm::vec2(width, height));
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view->setColor(glm::vec4(0.122f, 0.122f, 0.122f, 0.878f));
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view->add(panel, pos);
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}
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for (int row = 0; row < rows; row++) {
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for (int col = 0; col < cols; col++) {
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if (row * cols + col >= count) {
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break;
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}
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glm::vec2 position (
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col * (slotSize + interval) + padding,
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row * (slotSize + interval) + padding
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);
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auto builtSlot = slotLayout;
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builtSlot.index = row * cols + col;
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builtSlot.position = position;
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add(builtSlot);
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}
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}
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}
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void InventoryBuilder::add(const SlotLayout& layout) {
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view->add(view->addSlot(layout), layout.position);
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}
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std::shared_ptr<InventoryView> InventoryBuilder::build() {
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return view;
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}
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SlotView::SlotView(
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SlotLayout layout
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) : UINode(glm::vec2(InventoryView::SLOT_SIZE)),
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layout(std::move(layout))
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{
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setColor(glm::vec4(0, 0, 0, 0.2f));
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setTooltipDelay(0.05f);
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}
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void SlotView::draw(const DrawContext* pctx, Assets* assets) {
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if (bound == nullptr) {
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return;
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}
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itemid_t itemid = bound->getItemId();
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if (itemid != prevItem) {
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if (itemid) {
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auto def = content->getIndices()->items.get(itemid);
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tooltip = util::pascal_case(
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langs::get(util::str2wstr_utf8(def->caption))
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);
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} else {
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tooltip.clear();
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}
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}
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prevItem = itemid;
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const int slotSize = InventoryView::SLOT_SIZE;
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const ItemStack& stack = *bound;
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glm::vec4 tint(1.0f);
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glm::vec2 pos = calcPos();
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glm::vec4 color = getColor();
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if (hover || highlighted) {
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tint *= 1.333f;
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color = glm::vec4(1, 1, 1, 0.2f);
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}
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auto batch = pctx->getBatch2D();
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batch->setColor(color);
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if (color.a > 0.0) {
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batch->texture(nullptr);
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if (highlighted) {
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batch->rect(pos.x-4, pos.y-4, slotSize+8, slotSize+8);
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} else {
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batch->rect(pos.x, pos.y, slotSize, slotSize);
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}
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}
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batch->setColor(glm::vec4(1.0f));
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auto previews = assets->get<Atlas>("block-previews");
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auto indices = content->getIndices();
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ItemDef* item = indices->items.get(stack.getItemId());
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switch (item->iconType) {
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case item_icon_type::none:
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break;
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case item_icon_type::block: {
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const Block& cblock = content->blocks.require(item->icon);
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batch->texture(previews->getTexture());
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UVRegion region = previews->get(cblock.name);
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batch->rect(
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pos.x, pos.y, slotSize, slotSize,
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0, 0, 0, region, false, true, tint);
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break;
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}
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case item_icon_type::sprite: {
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size_t index = item->icon.find(':');
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std::string name = item->icon.substr(index+1);
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UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
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if (index == std::string::npos) {
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batch->texture(assets->get<Texture>(name));
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} else {
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std::string atlasname = item->icon.substr(0, index);
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auto atlas = assets->get<Atlas>(atlasname);
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if (atlas && atlas->has(name)) {
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region = atlas->get(name);
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batch->texture(atlas->getTexture());
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}
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}
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batch->rect(
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pos.x, pos.y, slotSize, slotSize,
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0, 0, 0, region, false, true, tint);
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break;
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}
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}
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if (stack.getCount() > 1) {
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auto font = assets->get<Font>("normal");
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std::wstring text = std::to_wstring(stack.getCount());
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int x = pos.x+slotSize-text.length()*8;
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int y = pos.y+slotSize-16;
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batch->setColor({0, 0, 0, 1.0f});
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font->draw(batch, text, x+1, y+1);
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batch->setColor(glm::vec4(1.0f));
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font->draw(batch, text, x, y);
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}
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}
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void SlotView::setHighlighted(bool flag) {
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highlighted = flag;
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}
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bool SlotView::isHighlighted() const {
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return highlighted;
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}
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void SlotView::clicked(gui::GUI* gui, mousecode button) {
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if (bound == nullptr)
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return;
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auto exchangeSlot = std::dynamic_pointer_cast<SlotView>(gui->get(EXCHANGE_SLOT_NAME));
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if (exchangeSlot == nullptr) {
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return;
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}
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ItemStack& grabbed = exchangeSlot->getStack();
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ItemStack& stack = *bound;
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if (button == mousecode::BUTTON_1) {
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if (Events::pressed(keycode::LEFT_SHIFT)) {
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if (layout.shareFunc) {
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layout.shareFunc(layout.index, stack);
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}
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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return;
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}
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if (!layout.itemSource && stack.accepts(grabbed)) {
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stack.move(grabbed, content->getIndices());
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} else {
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if (layout.itemSource) {
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if (grabbed.isEmpty()) {
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grabbed.set(stack);
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} else {
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grabbed.clear();
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}
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} else {
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std::swap(grabbed, stack);
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}
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}
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} else if (button == mousecode::BUTTON_2) {
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if (layout.rightClick) {
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layout.rightClick(inventoryid, stack);
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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return;
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}
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if (layout.itemSource)
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return;
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if (grabbed.isEmpty()) {
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if (!stack.isEmpty()) {
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grabbed.set(stack);
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int halfremain = stack.getCount() / 2;
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grabbed.setCount(stack.getCount() - halfremain);
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stack.setCount(halfremain);
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}
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} else {
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auto stackDef = content->getIndices()->items.get(stack.getItemId());
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if (stack.isEmpty()) {
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stack.set(grabbed);
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stack.setCount(1);
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grabbed.setCount(grabbed.getCount()-1);
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} else if (stack.accepts(grabbed) && stack.getCount() < stackDef->stackSize){
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stack.setCount(stack.getCount()+1);
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grabbed.setCount(grabbed.getCount()-1);
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}
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}
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}
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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}
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void SlotView::onFocus(gui::GUI* gui) {
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clicked(gui, mousecode::BUTTON_1);
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}
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const std::wstring& SlotView::getTooltip() const {
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const auto& str = UINode::getTooltip();
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if (!str.empty() || tooltip.empty()) {
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return str;
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}
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return tooltip;
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}
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void SlotView::bind(
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int64_t inventoryid,
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ItemStack& stack,
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const Content* content
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) {
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this->inventoryid = inventoryid;
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bound = &stack;
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this->content = content;
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}
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const SlotLayout& SlotView::getLayout() const {
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return layout;
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}
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ItemStack& SlotView::getStack() {
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return *bound;
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}
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InventoryView::InventoryView() : Container(glm::vec2()) {
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setColor(glm::vec4(0, 0, 0, 0.0f));
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}
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InventoryView::~InventoryView() {}
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std::shared_ptr<SlotView> InventoryView::addSlot(const SlotLayout& layout) {
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uint width = InventoryView::SLOT_SIZE + layout.padding;
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uint height = InventoryView::SLOT_SIZE + layout.padding;
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auto pos = layout.position;
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auto vsize = getSize();
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if (pos.x + width > vsize.x) {
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vsize.x = pos.x + width;
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}
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if (pos.y + height > vsize.y) {
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vsize.y = pos.y + height;
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}
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setSize(vsize);
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auto slot = std::make_shared<SlotView>(layout);
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if (!layout.background) {
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slot->setColor(glm::vec4());
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}
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slots.push_back(slot.get());
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return slot;
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}
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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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const std::shared_ptr<Inventory>& inventory,
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const Content* content
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) {
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this->inventory = inventory;
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this->content = content;
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for (auto slot : slots) {
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slot->bind(
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inventory->getId(),
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inventory->getSlot(slot->getLayout().index),
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content
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);
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}
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}
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void InventoryView::unbind() {
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inventory = nullptr;
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}
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void InventoryView::setSelected(int index) {
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for (size_t i = 0; i < slots.size(); i++) {
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slots[i]->setHighlighted(static_cast<int>(i) == index);
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}
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}
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void InventoryView::setPos(glm::vec2 pos) {
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Container::setPos(pos - origin);
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}
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void InventoryView::setOrigin(glm::vec2 origin) {
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this->origin = origin;
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}
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glm::vec2 InventoryView::getOrigin() const {
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return origin;
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}
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