sprite items + tetragons format update
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@@ -6,6 +6,7 @@
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#include "LevelFrontend.h"
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#include "../window/Events.h"
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#include "../assets/Assets.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Batch2D.h"
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#include "../graphics/GfxContext.h"
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@@ -77,7 +78,7 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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scroll = std::max(scroll, 0);
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auto blocksPreview = frontend->getBlocksPreview();
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blocksPreview->begin(&ctx->getViewport());
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// todo: optimize
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{
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Window::clearDepth();
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GfxContext subctx = ctx->sub();
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@@ -105,11 +106,34 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
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tint = glm::vec4(1.0f);
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}
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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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Block* cblock = content->requireBlock(item->icon);
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blocksPreview->begin(&ctx->getViewport());
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blocksPreview->draw(cblock, x, y, iconSize, tint);
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break;
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}
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case item_icon_type::sprite: {
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batch->begin();
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uiShader->use();
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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->getTexture(name));
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} else {
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std::string atlasname = item->icon.substr(0, index);
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Atlas* atlas = assets->getAtlas(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(x, y, 48, 48, 0, 0, 0, region, false, true, glm::vec4(1.0f));
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batch->render();
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break;
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}
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}
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index++;
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}
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