add rules & add 'show-content-access' rule

This commit is contained in:
MihailRis
2024-11-06 17:31:31 +03:00
parent a50cb109c8
commit 2e24d60404
7 changed files with 156 additions and 28 deletions
+12 -2
View File
@@ -348,7 +348,7 @@ void Hud::update(bool visible) {
}
glm::vec2 invSize = contentAccessPanel->getSize();
contentAccessPanel->setVisible(inventoryView != nullptr);
contentAccessPanel->setVisible(inventoryView != nullptr && showContentPanel);
contentAccessPanel->setSize(glm::vec2(invSize.x, Window::height));
contentAccess->setMinSize(glm::vec2(1, Window::height));
hotbarView->setVisible(visible && !(secondUI && !inventoryView));
@@ -553,7 +553,9 @@ void Hud::updateElementsPosition(const Viewport& viewport) {
const uint height = viewport.getHeight();
if (inventoryOpen) {
float caWidth = inventoryView ? contentAccess->getSize().x : 0.0f;
float caWidth = inventoryView && showContentPanel
? contentAccess->getSize().x
: 0.0f;
contentAccessPanel->setPos(glm::vec2(width-caWidth, 0));
glm::vec2 invSize = inventoryView ? inventoryView->getSize() : glm::vec2();
@@ -628,3 +630,11 @@ std::shared_ptr<Inventory> Hud::getBlockInventory() {
}
return blockUI->getInventory();
}
bool Hud::isContentAccess() const {
return showContentPanel;
}
void Hud::setContentAccess(bool flag) {
showContentPanel = flag;
}
+6
View File
@@ -105,6 +105,8 @@ class Hud : public util::ObjectsKeeper {
glm::ivec3 blockPos {};
/// @brief Id of the block open (used to detect block destruction or replacement)
blockid_t currentblockid = 0;
/// @brief Show content access panel
bool showContentPanel = true;
/// @brief UI element will be dynamicly positioned near to inventory or in screen center
std::shared_ptr<gui::UINode> secondUI = nullptr;
@@ -172,6 +174,10 @@ public:
std::shared_ptr<Inventory> getBlockInventory();
bool isContentAccess() const;
void setContentAccess(bool flag);
static bool showGeneratorMinimap;
/// @brief Runtime updating debug visualization texture
+35 -24
View File
@@ -22,21 +22,21 @@ namespace scripting {
}
using namespace scripting;
static int l_hud_open_inventory(lua::State*) {
static int l_open_inventory(lua::State*) {
if (!hud->isInventoryOpen()) {
hud->openInventory();
}
return 0;
}
static int l_hud_close_inventory(lua::State*) {
static int l_close_inventory(lua::State*) {
if (hud->isInventoryOpen()) {
hud->closeInventory();
}
return 0;
}
static int l_hud_open_block(lua::State* L) {
static int l_open_block(lua::State* L) {
auto x = lua::tointeger(L, 1);
auto y = lua::tointeger(L, 2);
auto z = lua::tointeger(L, 3);
@@ -69,7 +69,7 @@ static int l_hud_open_block(lua::State* L) {
return 2;
}
static int l_hud_show_overlay(lua::State* L) {
static int l_show_overlay(lua::State* L) {
auto name = lua::require_string(L, 1);
bool playerInventory = lua::toboolean(L, 2);
@@ -93,29 +93,29 @@ static UiDocument* require_layout(const char* name) {
return layout;
}
static int l_hud_open_permanent(lua::State* L) {
static int l_open_permanent(lua::State* L) {
auto layout = require_layout(lua::require_string(L, 1));
hud->openPermanent(layout);
return 0;
}
static int l_hud_close(lua::State* L) {
static int l_close(lua::State* L) {
auto layout = require_layout(lua::require_string(L, 1));
hud->remove(layout->getRoot());
return 0;
}
static int l_hud_pause(lua::State*) {
static int l_pause(lua::State*) {
hud->setPause(true);
return 0;
}
static int l_hud_resume(lua::State*) {
static int l_resume(lua::State*) {
hud->setPause(false);
return 0;
}
static int l_hud_get_block_inventory(lua::State* L) {
static int l_get_block_inventory(lua::State* L) {
auto inventory = hud->getBlockInventory();
if (inventory == nullptr) {
return lua::pushinteger(L, 0);
@@ -124,30 +124,41 @@ static int l_hud_get_block_inventory(lua::State* L) {
}
}
static int l_hud_get_player(lua::State* L) {
static int l_get_player(lua::State* L) {
auto player = hud->getPlayer();
return lua::pushinteger(L, player->getId());
}
static int l_hud_is_paused(lua::State* L) {
static int l_is_paused(lua::State* L) {
return lua::pushboolean(L, hud->isPause());
}
static int l_hud_is_inventory_open(lua::State* L) {
static int l_is_inventory_open(lua::State* L) {
return lua::pushboolean(L, hud->isInventoryOpen());
}
static int l_is_content_access(lua::State* L) {
return lua::pushboolean(L, hud->isContentAccess());
}
static int l_set_content_access(lua::State* L) {
hud->setContentAccess(lua::toboolean(L, 1));
return 0;
}
const luaL_Reg hudlib[] = {
{"open_inventory", lua::wrap<l_hud_open_inventory>},
{"close_inventory", lua::wrap<l_hud_close_inventory>},
{"open_block", lua::wrap<l_hud_open_block>},
{"open_permanent", lua::wrap<l_hud_open_permanent>},
{"show_overlay", lua::wrap<l_hud_show_overlay>},
{"get_block_inventory", lua::wrap<l_hud_get_block_inventory>},
{"close", lua::wrap<l_hud_close>},
{"pause", lua::wrap<l_hud_pause>},
{"resume", lua::wrap<l_hud_resume>},
{"is_paused", lua::wrap<l_hud_is_paused>},
{"is_inventory_open", lua::wrap<l_hud_is_inventory_open>},
{"get_player", lua::wrap<l_hud_get_player>},
{"open_inventory", lua::wrap<l_open_inventory>},
{"close_inventory", lua::wrap<l_close_inventory>},
{"open_block", lua::wrap<l_open_block>},
{"open_permanent", lua::wrap<l_open_permanent>},
{"show_overlay", lua::wrap<l_show_overlay>},
{"get_block_inventory", lua::wrap<l_get_block_inventory>},
{"close", lua::wrap<l_close>},
{"pause", lua::wrap<l_pause>},
{"resume", lua::wrap<l_resume>},
{"is_paused", lua::wrap<l_is_paused>},
{"is_inventory_open", lua::wrap<l_is_inventory_open>},
{"get_player", lua::wrap<l_get_player>},
{"_is_content_access", lua::wrap<l_is_content_access>},
{"_set_content_access", lua::wrap<l_set_content_access>},
{NULL, NULL}};
+5
View File
@@ -204,6 +204,11 @@ void scripting::cleanup() {
}
lua::pop(L);
lua::getglobal(L, "rules");
lua::getfield(L, "clear");
lua::call_nothrow(L, 0);
lua::pop(L);
if (lua::getglobal(L, "__scripts_cleanup")) {
lua::call_nothrow(L, 0);
}
+8 -2
View File
@@ -21,8 +21,14 @@ void scripting::on_frontend_init(Hud* hud, WorldRenderer* renderer) {
scripting::hud = hud;
scripting::renderer = renderer;
lua::openlib(lua::get_main_state(), "hud", hudlib);
lua::openlib(lua::get_main_state(), "particles", particleslib);
auto L = lua::get_main_state();
lua::openlib(L, "hud", hudlib);
lua::openlib(L, "particles", particleslib);
if (lua::getglobal(L, "__vc_create_hud_rules")) {
lua::call_nothrow(L, 0, 0);
}
for (auto& pack : engine->getContentPacks()) {
lua::emit_event(