2024-05-31 20:38:50 +03:00

557 lines
16 KiB
C++

#include "hud.hpp"
#include "ContentGfxCache.hpp"
#include "LevelFrontend.hpp"
#include "UiDocument.hpp"
#include "../assets/Assets.hpp"
#include "../content/Content.hpp"
#include "../core_defs.hpp"
#include "../delegates.hpp"
#include "../engine.hpp"
#include "../graphics/core/Atlas.hpp"
#include "../graphics/core/Batch2D.hpp"
#include "../graphics/core/Batch3D.hpp"
#include "../graphics/core/DrawContext.hpp"
#include "../graphics/core/Font.hpp"
#include "../graphics/core/Mesh.hpp"
#include "../graphics/core/Shader.hpp"
#include "../graphics/core/Texture.hpp"
#include "../graphics/render/WorldRenderer.hpp"
#include "../graphics/ui/elements/InventoryView.hpp"
#include "../graphics/ui/elements/Menu.hpp"
#include "../graphics/ui/elements/Panel.hpp"
#include "../graphics/ui/elements/Plotter.hpp"
#include "../graphics/ui/elements/UINode.hpp"
#include "../graphics/ui/gui_util.hpp"
#include "../graphics/ui/GUI.hpp"
#include "../items/Inventories.hpp"
#include "../items/Inventory.hpp"
#include "../items/ItemDef.hpp"
#include "../logic/scripting/scripting.hpp"
#include "../maths/voxmaths.hpp"
#include "../objects/Player.hpp"
#include "../physics/Hitbox.hpp"
#include "../typedefs.hpp"
#include "../util/stringutil.hpp"
#include "../voxels/Block.hpp"
#include "../voxels/Chunk.hpp"
#include "../voxels/Chunks.hpp"
#include "../window/Camera.hpp"
#include "../window/Events.hpp"
#include "../window/input.hpp"
#include "../window/Window.hpp"
#include "../world/Level.hpp"
#include "../world/World.hpp"
#include <assert.h>
#include <memory>
#include <stdexcept>
#include <string>
using namespace gui;
// implemented in debug_panel.cpp
extern std::shared_ptr<UINode> create_debug_panel(
Engine* engine,
Level* level,
Player* player
);
HudElement::HudElement(
hud_element_mode mode,
UiDocument* document,
std::shared_ptr<UINode> node,
bool debug
) : mode(mode), document(document), node(node), debug(debug) {
}
void HudElement::update(bool pause, bool inventoryOpen, bool debugMode) {
if (debug && !debugMode) {
node->setVisible(false);
return;
}
switch (mode) {
case hud_element_mode::permanent:
node->setVisible(true);
break;
case hud_element_mode::ingame:
node->setVisible(!pause && !inventoryOpen);
break;
case hud_element_mode::inventory_any:
node->setVisible(inventoryOpen);
break;
case hud_element_mode::inventory_bound:
removed = !inventoryOpen;
break;
}
}
UiDocument* HudElement::getDocument() const {
return document;
}
std::shared_ptr<UINode> HudElement::getNode() const {
return node;
}
std::shared_ptr<InventoryView> Hud::createContentAccess() {
auto level = frontend->getLevel();
auto content = level->content;
auto indices = content->getIndices();
auto inventory = player->getInventory();
int itemsCount = indices->countItemDefs();
auto accessInventory = std::make_shared<Inventory>(0, itemsCount);
for (int id = 1; id < itemsCount; id++) {
accessInventory->getSlot(id-1).set(ItemStack(id, 1));
}
SlotLayout slotLayout(-1, glm::vec2(), false, true, nullptr,
[=](uint, ItemStack& item) {
auto copy = ItemStack(item);
inventory->move(copy, indices);
},
[=](uint, ItemStack& item) {
inventory->getSlot(player->getChosenSlot()).set(item);
});
InventoryBuilder builder;
builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
auto view = builder.build();
view->bind(accessInventory, content);
view->setMargin(glm::vec4());
return view;
}
std::shared_ptr<InventoryView> Hud::createHotbar() {
auto inventory = player->getInventory();
auto content = frontend->getLevel()->content;
SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr, nullptr);
InventoryBuilder builder;
builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
auto view = builder.build();
view->setOrigin(glm::vec2(view->getSize().x/2, 0));
view->bind(inventory, content);
view->setInteractive(false);
return view;
}
Hud::Hud(Engine* engine, LevelFrontend* frontend, Player* player)
: assets(engine->getAssets()),
gui(engine->getGUI()),
frontend(frontend),
player(player)
{
contentAccess = createContentAccess();
contentAccessPanel = std::make_shared<Panel>(
contentAccess->getSize(), glm::vec4(0.0f), 0.0f
);
contentAccessPanel->setColor(glm::vec4());
contentAccessPanel->add(contentAccess);
contentAccessPanel->setScrollable(true);
hotbarView = createHotbar();
darkOverlay = guiutil::create(
"<container size='4000' color='#00000080' z-index='-1' visible='false'/>"
);
uicamera = std::make_unique<Camera>(glm::vec3(), 1);
uicamera->perspective = false;
uicamera->flipped = true;
debugPanel = create_debug_panel(engine, frontend->getLevel(), player);
debugPanel->setZIndex(2);
gui->add(darkOverlay);
gui->add(hotbarView);
gui->add(debugPanel);
gui->add(contentAccessPanel);
auto dplotter = std::make_shared<Plotter>(350, 250, 2000, 16);
dplotter->setGravity(Gravity::bottom_right);
add(HudElement(hud_element_mode::permanent, nullptr, dplotter, true));
}
Hud::~Hud() {
// removing all controlled ui
for (auto& element : elements) {
onRemove(element);
}
gui->remove(hotbarView);
gui->remove(darkOverlay);
gui->remove(contentAccessPanel);
gui->remove(debugPanel);
}
/// @brief Remove all elements marked as removed
void Hud::cleanup() {
auto it = std::remove_if(elements.begin(), elements.end(), [](const HudElement& e) {
return e.isRemoved();
});
elements.erase(it, elements.end());
}
void Hud::processInput(bool visible) {
if (Events::jpressed(keycode::ESCAPE)) {
if (pause) {
setPause(false);
} else if (inventoryOpen) {
closeInventory();
} else {
setPause(true);
}
}
if (!pause && Events::active(BIND_DEVTOOLS_CONSOLE)) {
showOverlay(assets->getLayout("core:console"), false);
}
if (!Window::isFocused() && !pause && !isInventoryOpen()) {
setPause(true);
}
if (!pause && visible && Events::jactive(BIND_HUD_INVENTORY)) {
if (inventoryOpen) {
closeInventory();
} else {
openInventory();
}
}
if (!pause) {
updateHotbarControl();
}
}
void Hud::updateHotbarControl() {
if (!inventoryOpen && Events::scroll) {
int slot = player->getChosenSlot();
slot = (slot - Events::scroll) % 10;
if (slot < 0) {
slot += 10;
}
player->setChosenSlot(slot);
}
for (
int i = static_cast<int>(keycode::NUM_1);
i <= static_cast<int>(keycode::NUM_9);
i++
) {
if (Events::jpressed(i)) {
player->setChosenSlot(i - static_cast<int>(keycode::NUM_1));
}
}
if (Events::jpressed(keycode::NUM_0)) {
player->setChosenSlot(9);
}
}
void Hud::update(bool visible) {
auto level = frontend->getLevel();
auto menu = gui->getMenu();
debugPanel->setVisible(player->debug && visible);
if (!visible && inventoryOpen) {
closeInventory();
}
if (pause && menu->getCurrent().panel == nullptr) {
setPause(false);
}
if (!gui->isFocusCaught()) {
processInput(visible);
}
if ((pause || inventoryOpen) == Events::_cursor_locked) {
Events::toggleCursor();
}
if (blockUI) {
voxel* vox = level->chunks->get(blockPos.x, blockPos.y, blockPos.z);
if (vox == nullptr || vox->id != currentblockid) {
closeInventory();
}
}
for (auto& element : elements) {
element.getNode()->setVisible(visible);
}
glm::vec2 invSize = contentAccessPanel->getSize();
contentAccessPanel->setVisible(inventoryView != nullptr);
contentAccessPanel->setSize(glm::vec2(invSize.x, Window::height));
contentAccess->setMinSize(glm::vec2(1, Window::height));
hotbarView->setVisible(visible);
if (visible) {
for (auto& element : elements) {
element.update(pause, inventoryOpen, player->debug);
if (element.isRemoved()) {
onRemove(element);
}
}
}
cleanup();
}
/// @brief Show inventory on the screen and turn on inventory mode blocking movement
void Hud::openInventory() {
auto level = frontend->getLevel();
auto content = level->content;
showExchangeSlot();
inventoryOpen = true;
auto inventory = player->getInventory();
auto inventoryDocument = assets->getLayout("core:inventory");
inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
inventoryView->bind(inventory, content);
add(HudElement(hud_element_mode::inventory_bound, inventoryDocument, inventoryView, false));
add(HudElement(hud_element_mode::inventory_bound, nullptr, exchangeSlot, false));
}
void Hud::openInventory(
glm::ivec3 block,
UiDocument* doc,
std::shared_ptr<Inventory> blockinv,
bool playerInventory
) {
if (isInventoryOpen()) {
closeInventory();
}
auto level = frontend->getLevel();
auto content = level->content;
blockUI = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
if (blockUI == nullptr) {
throw std::runtime_error("block UI root element must be 'inventory'");
}
secondUI = blockUI;
if (playerInventory) {
openInventory();
} else {
inventoryOpen = true;
}
if (blockinv == nullptr) {
blockinv = level->inventories->createVirtual(blockUI->getSlotsCount());
}
level->chunks->getChunkByVoxel(block.x, block.y, block.z)->flags.unsaved = true;
blockUI->bind(blockinv, content);
blockPos = block;
currentblockid = level->chunks->get(block.x, block.y, block.z)->id;
add(HudElement(hud_element_mode::inventory_bound, doc, blockUI, false));
}
void Hud::showExchangeSlot() {
auto level = frontend->getLevel();
auto content = level->content;
exchangeSlotInv = level->inventories->createVirtual(1);
exchangeSlot = std::make_shared<SlotView>(
SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr, nullptr)
);
exchangeSlot->bind(exchangeSlotInv->getId(), exchangeSlotInv->getSlot(0), content);
exchangeSlot->setColor(glm::vec4());
exchangeSlot->setInteractive(false);
exchangeSlot->setZIndex(1);
gui->store(SlotView::EXCHANGE_SLOT_NAME, exchangeSlot);
}
void Hud::showOverlay(UiDocument* doc, bool playerInventory) {
if (isInventoryOpen()) {
closeInventory();
}
secondUI = doc->getRoot();
if (playerInventory) {
openInventory();
} else {
showExchangeSlot();
inventoryOpen = true;
}
add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false));
}
void Hud::openPermanent(UiDocument* doc) {
auto root = doc->getRoot();
remove(root);
auto invview = std::dynamic_pointer_cast<InventoryView>(root);
if (invview) {
invview->bind(player->getInventory(), frontend->getLevel()->content);
}
add(HudElement(hud_element_mode::permanent, doc, doc->getRoot(), false));
}
void Hud::closeInventory() {
gui->remove(SlotView::EXCHANGE_SLOT_NAME);
exchangeSlot = nullptr;
exchangeSlotInv = nullptr;
inventoryOpen = false;
inventoryView = nullptr;
blockUI = nullptr;
secondUI = nullptr;
for (auto& element : elements) {
if (element.isInventoryBound()) {
element.setRemoved();
onRemove(element);
}
}
cleanup();
}
void Hud::add(HudElement element) {
using namespace dynamic;
gui->add(element.getNode());
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
auto document = element.getDocument();
if (document) {
auto inventory = invview ? invview->getInventory() : nullptr;
std::vector<Value> args;
args.push_back(inventory ? inventory.get()->getId() : 0);
for (int i = 0; i < 3; i++) {
args.push_back(static_cast<integer_t>(blockPos[i]));
}
scripting::on_ui_open(
element.getDocument(),
std::move(args)
);
}
elements.push_back(element);
}
void Hud::onRemove(const 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);
if (invview) {
invview->unbind();
}
}
gui->remove(element.getNode());
}
void Hud::remove(std::shared_ptr<UINode> node) {
for (auto& element : elements) {
if (element.getNode() == node) {
element.setRemoved();
onRemove(element);
}
}
cleanup();
}
void Hud::draw(const DrawContext& ctx){
const Viewport& viewport = ctx.getViewport();
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
updateElementsPosition(viewport);
uicamera->setFov(height);
auto batch = ctx.getBatch2D();
batch->begin();
Shader* uishader = assets->getShader("ui");
uishader->use();
uishader->uniformMatrix("u_projview", uicamera->getProjView());
// Crosshair
if (!pause && !inventoryOpen && !player->debug) {
DrawContext chctx = ctx.sub();
chctx.setBlendMode(BlendMode::inversion);
auto texture = assets->getTexture("gui/crosshair");
batch->texture(texture);
int chsizex = texture != nullptr ? texture->getWidth() : 16;
int chsizey = texture != nullptr ? texture->getHeight() : 16;
batch->rect(
(width-chsizex)/2, (height-chsizey)/2,
chsizex, chsizey, 0,0, 1,1, 1,1,1,1
);
}
}
void Hud::updateElementsPosition(const Viewport& viewport) {
const uint width = viewport.getWidth();
const uint height = viewport.getHeight();
if (inventoryOpen) {
float caWidth = inventoryView ? contentAccess->getSize().x : 0.0f;
contentAccessPanel->setPos(glm::vec2(width-caWidth, 0));
glm::vec2 invSize = inventoryView ? inventoryView->getSize() : glm::vec2();
if (secondUI == nullptr) {
if (inventoryView) {
inventoryView->setPos(glm::vec2(
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
height/2-invSize.y/2
));
}
} else {
glm::vec2 secondUISize = secondUI->getSize();
float invwidth = glm::max(invSize.x, secondUISize.x);
int interval = invSize.y > 0.0 ? 5 : 0;
float totalHeight = invSize.y + secondUISize.y + interval;
if (inventoryView) {
inventoryView->setPos(glm::vec2(
glm::min(width/2-invwidth/2, width-caWidth-10-invwidth),
height/2+totalHeight/2-invSize.y
));
}
secondUI->setPos(glm::vec2(
glm::min(width/2-invwidth/2, width-caWidth-(inventoryView ? 10 : 0)-invwidth),
height/2-totalHeight/2
));
}
}
if (exchangeSlot != nullptr) {
exchangeSlot->setPos(glm::vec2(Events::cursor));
}
hotbarView->setPos(glm::vec2(width/2, height-65));
hotbarView->setSelected(player->getChosenSlot());
}
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;
if (inventoryOpen) {
closeInventory();
}
auto menu = gui->getMenu();
if (pause) {
menu->setPage("pause");
} else {
menu->reset();
}
darkOverlay->setVisible(pause);
menu->setVisible(pause);
}
Player* Hud::getPlayer() const {
return player;
}
std::shared_ptr<Inventory> Hud::getBlockInventory() {
if (blockUI == nullptr) {
return nullptr;
}
return blockUI->getInventory();
}