Inventory (WIP part I)
This commit is contained in:
+304
-116
@@ -1,146 +1,334 @@
|
||||
#include "InventoryView.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "BlocksPreview.h"
|
||||
#include "LevelFrontend.h"
|
||||
#include "../window/Events.h"
|
||||
#include "../window/input.h"
|
||||
#include "../assets/Assets.h"
|
||||
#include "../graphics/Atlas.h"
|
||||
#include "../graphics/Shader.h"
|
||||
#include "../graphics/Batch2D.h"
|
||||
#include "../graphics/GfxContext.h"
|
||||
#include "../graphics/Font.h"
|
||||
#include "../content/Content.h"
|
||||
#include "../items/ItemDef.h"
|
||||
#include "../items/Inventory.h"
|
||||
#include "../maths/voxmaths.h"
|
||||
#include "../objects/Player.h"
|
||||
#include "../voxels/Block.h"
|
||||
#include "../frontend/gui/controls.h"
|
||||
#include "../util/stringutil.h"
|
||||
|
||||
InventoryLayout::InventoryLayout(glm::vec2 size) : size(size) {}
|
||||
|
||||
void InventoryLayout::add(SlotLayout slot) {
|
||||
slots.push_back(slot);
|
||||
}
|
||||
|
||||
void InventoryLayout::setSize(glm::vec2 size) {
|
||||
this->size = size;
|
||||
}
|
||||
|
||||
void InventoryLayout::setOrigin(glm::vec2 origin) {
|
||||
this->origin = origin;
|
||||
}
|
||||
|
||||
glm::vec2 InventoryLayout::getSize() const {
|
||||
return size;
|
||||
}
|
||||
|
||||
glm::vec2 InventoryLayout::getOrigin() const {
|
||||
return origin;
|
||||
}
|
||||
|
||||
std::vector<SlotLayout>& InventoryLayout::getSlots() {
|
||||
return slots;
|
||||
}
|
||||
|
||||
SlotLayout::SlotLayout(
|
||||
glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
itemsharefunc shareFunc,
|
||||
slotcallback rightClick
|
||||
)
|
||||
: position(position),
|
||||
background(background),
|
||||
itemSource(itemSource),
|
||||
shareFunc(shareFunc),
|
||||
rightClick(rightClick) {}
|
||||
|
||||
InventoryPanel::InventoryPanel(
|
||||
glm::vec2 position,
|
||||
glm::vec2 size,
|
||||
glm::vec4 color)
|
||||
: position(position), size(size), color(color) {}
|
||||
|
||||
InventoryBuilder::InventoryBuilder()
|
||||
: layout(std::make_unique<InventoryLayout>(glm::vec2()))
|
||||
{}
|
||||
|
||||
void InventoryBuilder::addGrid(
|
||||
int cols, int rows,
|
||||
glm::vec2 coord,
|
||||
int padding,
|
||||
SlotLayout slotLayout)
|
||||
{
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
const int interval = InventoryView::SLOT_INTERVAL;
|
||||
|
||||
uint width = cols * (slotSize + interval) - interval + padding*2;
|
||||
uint height = rows * (slotSize + interval) - interval + padding*2;
|
||||
|
||||
auto lsize = layout->getSize();
|
||||
if (coord.x + width > lsize.x) {
|
||||
lsize.x = coord.x + width;
|
||||
}
|
||||
if (coord.y + height > lsize.y) {
|
||||
lsize.y = coord.y + height;
|
||||
}
|
||||
layout->setSize(lsize);
|
||||
|
||||
for (int row = 0; row < rows; row++) {
|
||||
for (int col = 0; col < cols; col++) {
|
||||
glm::vec2 position (
|
||||
col * (slotSize + interval) + padding,
|
||||
row * (slotSize + interval) + padding
|
||||
);
|
||||
auto builtSlot = slotLayout;
|
||||
builtSlot.position = position;
|
||||
layout->add(builtSlot);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<InventoryLayout> InventoryBuilder::build() {
|
||||
return std::unique_ptr<InventoryLayout>(layout.release());
|
||||
}
|
||||
|
||||
SlotView::SlotView(
|
||||
ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
const Content* content,
|
||||
SlotLayout layout)
|
||||
: UINode(glm::vec2(), glm::vec2(InventoryView::SLOT_SIZE)),
|
||||
frontend(frontend),
|
||||
interaction(interaction),
|
||||
content(content),
|
||||
stack(stack),
|
||||
layout(layout) {
|
||||
color(glm::vec4(0, 0, 0, 0.2f));
|
||||
}
|
||||
|
||||
// performance disaster
|
||||
void SlotView::draw(Batch2D* batch, Assets* assets) {
|
||||
glm::vec2 coord = calcCoord();
|
||||
|
||||
int slotSize = InventoryView::SLOT_SIZE;
|
||||
|
||||
glm::vec4 tint(1.0f);
|
||||
glm::vec4 color = color_;
|
||||
if (hover_ || highlighted) {
|
||||
tint *= 1.333f;
|
||||
color = glm::vec4(1, 1, 1, 0.2f);
|
||||
}
|
||||
|
||||
batch->color = color;
|
||||
if (color.a > 0.0) {
|
||||
batch->texture(nullptr);
|
||||
if (highlighted) {
|
||||
batch->rect(coord.x-4, coord.y-4, slotSize+8, slotSize+8);
|
||||
} else {
|
||||
batch->rect(coord.x, coord.y, slotSize, slotSize);
|
||||
}
|
||||
}
|
||||
|
||||
batch->color = glm::vec4(1.0f);
|
||||
|
||||
Shader* uiShader = assets->getShader("ui");
|
||||
Viewport viewport(Window::width, Window::height);
|
||||
GfxContext ctx(nullptr, viewport, batch);
|
||||
|
||||
auto preview = frontend->getBlocksPreview();
|
||||
auto indices = content->getIndices();
|
||||
|
||||
ItemDef* item = indices->getItemDef(stack.getItemId());
|
||||
switch (item->iconType) {
|
||||
case item_icon_type::none:
|
||||
break;
|
||||
case item_icon_type::block:
|
||||
batch->render();
|
||||
{
|
||||
GfxContext subctx = ctx.sub();
|
||||
subctx.depthTest(true);
|
||||
subctx.cullFace(true);
|
||||
|
||||
Block* cblock = content->requireBlock(item->icon);
|
||||
preview->begin(&subctx.getViewport());
|
||||
preview->draw(cblock, coord.x, coord.y, slotSize, tint);
|
||||
}
|
||||
uiShader->use();
|
||||
batch->begin();
|
||||
break;
|
||||
case item_icon_type::sprite: {
|
||||
size_t index = item->icon.find(':');
|
||||
std::string name = item->icon.substr(index+1);
|
||||
UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
|
||||
if (index == std::string::npos) {
|
||||
batch->texture(assets->getTexture(name));
|
||||
} else {
|
||||
std::string atlasname = item->icon.substr(0, index);
|
||||
Atlas* atlas = assets->getAtlas(atlasname);
|
||||
if (atlas && atlas->has(name)) {
|
||||
region = atlas->get(name);
|
||||
batch->texture(atlas->getTexture());
|
||||
}
|
||||
}
|
||||
batch->rect(
|
||||
coord.x, coord.y, slotSize, slotSize,
|
||||
0, 0, 0, region, false, true, tint);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (stack.getCount() > 1) {
|
||||
auto font = assets->getFont("normal");
|
||||
std::wstring text = std::to_wstring(stack.getCount());
|
||||
|
||||
int x = coord.x+slotSize-text.length()*8;
|
||||
int y = coord.y+slotSize-16;
|
||||
|
||||
batch->color = glm::vec4(0, 0, 0, 1.0f);
|
||||
font->draw(batch, text, x+1, y+1);
|
||||
batch->color = glm::vec4(1.0f);
|
||||
font->draw(batch, text, x, y);
|
||||
}
|
||||
}
|
||||
|
||||
void SlotView::setHighlighted(bool flag) {
|
||||
highlighted = flag;
|
||||
}
|
||||
|
||||
bool SlotView::isHighlighted() const {
|
||||
return highlighted;
|
||||
}
|
||||
|
||||
void SlotView::clicked(gui::GUI* gui, int button) {
|
||||
ItemStack& grabbed = interaction->getGrabbedItem();
|
||||
if (button == mousecode::BUTTON_1) {
|
||||
if (Events::pressed(keycode::LEFT_SHIFT)) {
|
||||
if (layout.shareFunc) {
|
||||
layout.shareFunc(stack);
|
||||
}
|
||||
return;
|
||||
}
|
||||
if (!layout.itemSource && stack.accepts(grabbed)) {
|
||||
stack.move(grabbed, content->getIndices());
|
||||
} else {
|
||||
if (layout.itemSource) {
|
||||
if (grabbed.isEmpty()) {
|
||||
grabbed.set(stack);
|
||||
} else {
|
||||
grabbed.clear();
|
||||
}
|
||||
} else {
|
||||
std::swap(grabbed, stack);
|
||||
}
|
||||
}
|
||||
} else if (button == mousecode::BUTTON_2) {
|
||||
if (layout.rightClick) {
|
||||
layout.rightClick(stack, grabbed);
|
||||
return;
|
||||
}
|
||||
if (layout.itemSource)
|
||||
return;
|
||||
if (grabbed.isEmpty()) {
|
||||
if (!stack.isEmpty()) {
|
||||
grabbed.set(stack);
|
||||
int halfremain = stack.getCount() / 2;
|
||||
grabbed.setCount(stack.getCount() - halfremain);
|
||||
stack.setCount(halfremain);
|
||||
}
|
||||
} else {
|
||||
if (stack.isEmpty()) {
|
||||
stack.set(grabbed);
|
||||
stack.setCount(1);
|
||||
} else {
|
||||
stack.setCount(stack.getCount()+1);
|
||||
}
|
||||
grabbed.setCount(grabbed.getCount()-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
InventoryView::InventoryView(
|
||||
int columns,
|
||||
const Content* content,
|
||||
LevelFrontend* frontend,
|
||||
std::vector<itemid_t> items)
|
||||
: content(content),
|
||||
InventoryInteraction* interaction,
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
std::unique_ptr<InventoryLayout> layout)
|
||||
: Container(glm::vec2(), glm::vec2()),
|
||||
content(content),
|
||||
indices(content->getIndices()),
|
||||
items(items),
|
||||
inventory(inventory),
|
||||
layout(std::move(layout)),
|
||||
frontend(frontend),
|
||||
columns(columns) {
|
||||
interaction(interaction) {
|
||||
size(this->layout->getSize());
|
||||
color(glm::vec4(0, 0, 0, 0.5f));
|
||||
}
|
||||
|
||||
InventoryView::~InventoryView() {
|
||||
}
|
||||
InventoryView::~InventoryView() {}
|
||||
|
||||
void InventoryView::setPosition(int x, int y) {
|
||||
position.x = x;
|
||||
position.y = y;
|
||||
}
|
||||
void InventoryView::build() {
|
||||
int index = 0;
|
||||
for (auto& slot : layout->getSlots()) {
|
||||
ItemStack& item = inventory->getSlot(index);
|
||||
|
||||
int InventoryView::getWidth() const {
|
||||
return columns * iconSize + (columns-1) * interval + padding.x * 2;
|
||||
}
|
||||
|
||||
int InventoryView::getHeight() const {
|
||||
uint inv_rows = ceildiv(items.size(), columns);
|
||||
return inv_rows * iconSize + (inv_rows-1) * interval + padding.y * 2;
|
||||
}
|
||||
|
||||
void InventoryView::setSlotConsumer(slotconsumer consumer) {
|
||||
this->consumer = consumer;
|
||||
}
|
||||
|
||||
void InventoryView::setItems(std::vector<itemid_t> items) {
|
||||
this->items = items;
|
||||
}
|
||||
|
||||
void InventoryView::actAndDraw(const GfxContext* ctx) {
|
||||
Assets* assets = frontend->getAssets();
|
||||
Shader* uiShader = assets->getShader("ui");
|
||||
|
||||
auto viewport = ctx->getViewport();
|
||||
uint inv_w = getWidth();
|
||||
uint inv_h = getHeight();
|
||||
int xs = position.x + padding.x;
|
||||
int ys = position.y + padding.y;
|
||||
|
||||
glm::vec4 tint (1.0f);
|
||||
int mx = Events::cursor.x;
|
||||
int my = Events::cursor.y;
|
||||
|
||||
// background
|
||||
auto batch = ctx->getBatch2D();
|
||||
batch->texture(nullptr);
|
||||
batch->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f);
|
||||
batch->rect(position.x, position.y, inv_w, inv_h);
|
||||
batch->render();
|
||||
|
||||
// blocks & items
|
||||
if (Events::scroll) {
|
||||
scroll -= Events::scroll * (iconSize+interval);
|
||||
auto view = std::make_shared<SlotView>(
|
||||
item, frontend, interaction, content, slot
|
||||
);
|
||||
if (!slot.background) {
|
||||
view->color(glm::vec4());
|
||||
}
|
||||
slots.push_back(view.get());
|
||||
add(view, slot.position);
|
||||
index++;
|
||||
}
|
||||
scroll = std::min(scroll, int(inv_h-viewport.getHeight()));
|
||||
scroll = std::max(scroll, 0);
|
||||
}
|
||||
|
||||
auto blocksPreview = frontend->getBlocksPreview();
|
||||
// todo: optimize
|
||||
{
|
||||
Window::clearDepth();
|
||||
GfxContext subctx = ctx->sub();
|
||||
subctx.depthTest(true);
|
||||
subctx.cullFace(true);
|
||||
uint index = 0;
|
||||
for (uint i = 0; i < items.size(); i++) {
|
||||
ItemDef* item = indices->getItemDef(items[i]);
|
||||
int x = xs + (iconSize+interval) * (index % columns);
|
||||
int y = ys + (iconSize+interval) * (index / columns) - scroll;
|
||||
if (y < -int(iconSize+interval) || y >= int(viewport.getHeight())) {
|
||||
index++;
|
||||
continue;
|
||||
}
|
||||
if (mx > x && mx < x + (int)iconSize && my > y && my < y + (int)iconSize) {
|
||||
tint.r *= 1.2f;
|
||||
tint.g *= 1.2f;
|
||||
tint.b *= 1.2f;
|
||||
if (Events::jclicked(mousecode::BUTTON_1)) {
|
||||
if (consumer) {
|
||||
consumer(items[i]);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
tint = glm::vec4(1.0f);
|
||||
}
|
||||
switch (item->iconType) {
|
||||
case item_icon_type::none:
|
||||
break;
|
||||
case item_icon_type::block: {
|
||||
Block* cblock = content->requireBlock(item->icon);
|
||||
blocksPreview->begin(&ctx->getViewport());
|
||||
blocksPreview->draw(cblock, x, y, iconSize, tint);
|
||||
break;
|
||||
}
|
||||
case item_icon_type::sprite: {
|
||||
batch->begin();
|
||||
uiShader->use();
|
||||
size_t index = item->icon.find(':');
|
||||
std::string name = item->icon.substr(index+1);
|
||||
UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
|
||||
if (index == std::string::npos) {
|
||||
batch->texture(assets->getTexture(name));
|
||||
} else {
|
||||
std::string atlasname = item->icon.substr(0, index);
|
||||
Atlas* atlas = assets->getAtlas(atlasname);
|
||||
if (atlas && atlas->has(name)) {
|
||||
region = atlas->get(name);
|
||||
batch->texture(atlas->getTexture());
|
||||
}
|
||||
}
|
||||
batch->rect(x, y, 48, 48, 0, 0, 0, region, false, true, glm::vec4(1.0f));
|
||||
batch->render();
|
||||
break;
|
||||
}
|
||||
}
|
||||
index++;
|
||||
}
|
||||
}
|
||||
uiShader->use();
|
||||
void InventoryView::setSelected(int index) {
|
||||
for (int i = 0; i < int(slots.size()); i++) {
|
||||
auto slot = slots[i];
|
||||
slot->setHighlighted(i == index);
|
||||
}
|
||||
}
|
||||
|
||||
void InventoryView::setCoord(glm::vec2 coord) {
|
||||
Container::setCoord(coord - layout->getOrigin());
|
||||
}
|
||||
|
||||
void InventoryView::setInventory(std::shared_ptr<Inventory> inventory) {
|
||||
this->inventory = inventory;
|
||||
}
|
||||
|
||||
InventoryLayout* InventoryView::getLayout() const {
|
||||
return layout.get();
|
||||
}
|
||||
|
||||
// performance disaster x2
|
||||
void InventoryView::draw(Batch2D* batch, Assets* assets) {
|
||||
Container::draw(batch, assets);
|
||||
Window::clearDepth();
|
||||
}
|
||||
|
||||
void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
|
||||
glm::vec2 coord = calcCoord();
|
||||
batch->texture(nullptr);
|
||||
batch->color = color_;
|
||||
batch->rect(coord.x-1, coord.y-1, size_.x+2, size_.y+2);
|
||||
}
|
||||
|
||||
+121
-17
@@ -5,46 +5,150 @@
|
||||
#include <functional>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "../frontend/gui/UINode.h"
|
||||
#include "../frontend/gui/panels.h"
|
||||
#include "../frontend/gui/controls.h"
|
||||
#include "../items/ItemStack.h"
|
||||
#include "../typedefs.h"
|
||||
|
||||
class Batch2D;
|
||||
class Assets;
|
||||
class GfxContext;
|
||||
class Content;
|
||||
class ContentIndices;
|
||||
class LevelFrontend;
|
||||
class Inventory;
|
||||
|
||||
typedef std::function<void(itemid_t)> slotconsumer;
|
||||
typedef std::function<void(ItemStack&)> itemsharefunc;
|
||||
typedef std::function<void(ItemStack&, ItemStack&)> slotcallback;
|
||||
|
||||
class InventoryView {
|
||||
class InventoryInteraction;
|
||||
|
||||
struct SlotLayout {
|
||||
glm::vec2 position;
|
||||
bool background;
|
||||
bool itemSource;
|
||||
itemsharefunc shareFunc;
|
||||
slotcallback rightClick;
|
||||
|
||||
SlotLayout(glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
itemsharefunc shareFunc,
|
||||
slotcallback rightClick);
|
||||
};
|
||||
|
||||
// temporary unused
|
||||
struct InventoryPanel {
|
||||
glm::vec2 position;
|
||||
glm::vec2 size;
|
||||
glm::vec4 color;
|
||||
|
||||
InventoryPanel(glm::vec2 position,
|
||||
glm::vec2 size,
|
||||
glm::vec4 color);
|
||||
};
|
||||
|
||||
class InventoryLayout {
|
||||
glm::vec2 size;
|
||||
glm::vec2 origin;
|
||||
std::vector<SlotLayout> slots;
|
||||
public:
|
||||
InventoryLayout(glm::vec2 size);
|
||||
|
||||
void add(SlotLayout slot);
|
||||
void setSize(glm::vec2 size);
|
||||
void setOrigin(glm::vec2 origin);
|
||||
|
||||
glm::vec2 getSize() const;
|
||||
glm::vec2 getOrigin() const;
|
||||
|
||||
std::vector<SlotLayout>& getSlots();
|
||||
};
|
||||
|
||||
class InventoryBuilder {
|
||||
std::unique_ptr<InventoryLayout> layout;
|
||||
public:
|
||||
InventoryBuilder();
|
||||
|
||||
void addGrid(
|
||||
int cols, int rows,
|
||||
glm::vec2 coord,
|
||||
int padding,
|
||||
SlotLayout slotLayout);
|
||||
std::unique_ptr<InventoryLayout> build();
|
||||
};
|
||||
|
||||
class SlotView : public gui::UINode {
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction* interaction;
|
||||
const Content* const content;
|
||||
ItemStack& stack;
|
||||
bool highlighted = false;
|
||||
|
||||
SlotLayout layout;
|
||||
public:
|
||||
SlotView(ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
const Content* content,
|
||||
SlotLayout layout);
|
||||
|
||||
virtual void draw(Batch2D* batch, Assets* assets) override;
|
||||
|
||||
void setHighlighted(bool flag);
|
||||
bool isHighlighted() const;
|
||||
|
||||
virtual void clicked(gui::GUI*, int) override;
|
||||
};
|
||||
|
||||
class InventoryView : public gui::Container {
|
||||
const Content* content;
|
||||
const ContentIndices* indices;
|
||||
std::vector<itemid_t> items;
|
||||
slotconsumer consumer = nullptr;
|
||||
|
||||
std::shared_ptr<Inventory> inventory;
|
||||
std::unique_ptr<InventoryLayout> layout;
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction* interaction;
|
||||
|
||||
std::vector<SlotView*> slots;
|
||||
|
||||
int scroll = 0;
|
||||
int columns;
|
||||
uint iconSize = 48;
|
||||
uint interval = 4;
|
||||
glm::ivec2 padding {interval, interval};
|
||||
glm::ivec2 position {0, 0};
|
||||
public:
|
||||
InventoryView(
|
||||
int columns,
|
||||
const Content* content,
|
||||
LevelFrontend* frontend,
|
||||
std::vector<itemid_t> items);
|
||||
InventoryInteraction* interaction,
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
std::unique_ptr<InventoryLayout> layout);
|
||||
|
||||
virtual ~InventoryView();
|
||||
|
||||
virtual void actAndDraw(const GfxContext* ctx);
|
||||
void build();
|
||||
|
||||
void setItems(std::vector<itemid_t> items);
|
||||
virtual void draw(Batch2D* batch, Assets* assets) override;
|
||||
virtual void drawBackground(Batch2D* batch, Assets* assets) override;
|
||||
|
||||
void setPosition(int x, int y);
|
||||
int getWidth() const;
|
||||
int getHeight() const;
|
||||
void setSlotConsumer(slotconsumer consumer);
|
||||
void setInventory(std::shared_ptr<Inventory> inventory);
|
||||
|
||||
virtual void setCoord(glm::vec2 coord) override;
|
||||
|
||||
InventoryLayout* getLayout() const;
|
||||
|
||||
void setSelected(int index);
|
||||
|
||||
static const int SLOT_INTERVAL = 4;
|
||||
static const int SLOT_SIZE = 48;
|
||||
};
|
||||
|
||||
class InventoryInteraction {
|
||||
ItemStack grabbedItem;
|
||||
public:
|
||||
InventoryInteraction() = default;
|
||||
|
||||
ItemStack& getGrabbedItem() {
|
||||
return grabbedItem;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // FRONTEND_INVENTORY_VIEW_H_
|
||||
|
||||
@@ -28,6 +28,8 @@
|
||||
#include "../settings.h"
|
||||
#include "../engine.h"
|
||||
#include "../items/ItemDef.h"
|
||||
#include "../items/ItemStack.h"
|
||||
#include "../items/Inventory.h"
|
||||
#include "LevelFrontend.h"
|
||||
#include "graphics/Skybox.h"
|
||||
|
||||
@@ -169,8 +171,10 @@ void WorldRenderer::draw(const GfxContext& pctx, Camera* camera, bool hudVisible
|
||||
shader->uniform3f("u_cameraPos", camera->position);
|
||||
shader->uniform1i("u_cubemap", 1);
|
||||
{
|
||||
itemid_t id = level->player->getChosenItem();
|
||||
ItemDef* item = indices->getItemDef(id);
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
ItemStack& stack = inventory->getSlot(player->getChosenSlot());
|
||||
ItemDef* item = indices->getItemDef(stack.getItemId());
|
||||
assert(item != nullptr);
|
||||
float multiplier = 0.5f;
|
||||
shader->uniform3f("u_torchlightColor",
|
||||
|
||||
@@ -10,8 +10,6 @@ using gui::Align;
|
||||
using glm::vec2;
|
||||
using glm::vec4;
|
||||
|
||||
#include <iostream>
|
||||
|
||||
UINode::UINode(vec2 coord, vec2 size) : coord(coord), size_(size) {
|
||||
}
|
||||
|
||||
@@ -85,7 +83,7 @@ shared_ptr<UINode> UINode::getAt(vec2 pos, shared_ptr<UINode> self) {
|
||||
}
|
||||
|
||||
bool UINode::isInteractive() const {
|
||||
return interactive;
|
||||
return interactive && visible();
|
||||
}
|
||||
|
||||
void UINode::setInteractive(bool flag) {
|
||||
|
||||
+184
-23
@@ -44,6 +44,7 @@
|
||||
#include "../engine.h"
|
||||
#include "../core_defs.h"
|
||||
#include "../items/ItemDef.h"
|
||||
#include "../items/Inventory.h"
|
||||
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
@@ -163,26 +164,142 @@ void HudRenderer::createDebugPanel(Engine* engine) {
|
||||
panel->refresh();
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
auto level = frontend->getLevel();
|
||||
auto content = level->content;
|
||||
auto indices = content->getIndices();
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
|
||||
int itemsCount = indices->countItemDefs();
|
||||
auto accessInventory = std::make_shared<Inventory>(itemsCount);
|
||||
for (int id = 1; id < itemsCount; id++) {
|
||||
accessInventory->getSlot(id-1).set(ItemStack(id, 1));
|
||||
}
|
||||
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
const int interval = InventoryView::SLOT_INTERVAL;
|
||||
int padding = 8;
|
||||
|
||||
int columns = 8;
|
||||
int rows = ceildiv(itemsCount-1, columns);
|
||||
uint cawidth = columns * (slotSize + interval) - interval + padding;
|
||||
uint caheight = rows * (slotSize + interval) - interval + padding*2;
|
||||
auto layout = std::make_unique<InventoryLayout>(glm::vec2(cawidth, caheight));
|
||||
for (int i = 0; i < itemsCount-1; i++) {
|
||||
int row = i / columns;
|
||||
int col = i % columns;
|
||||
glm::vec2 position (
|
||||
col * slotSize + (col-1) * interval + padding,
|
||||
row * slotSize + (row-1) * interval + padding
|
||||
);
|
||||
layout->add(SlotLayout(position, false, true,
|
||||
[=](ItemStack& item) {
|
||||
auto copy = ItemStack(item);
|
||||
inventory->move(copy, indices);
|
||||
},
|
||||
[=](ItemStack& item, ItemStack& grabbed) {
|
||||
inventory->getSlot(player->getChosenSlot()).set(item);
|
||||
}));
|
||||
}
|
||||
auto contentAccess = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
accessInventory,
|
||||
std::move(layout)
|
||||
);
|
||||
contentAccess->build();
|
||||
return contentAccess;
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
auto content = level->content;
|
||||
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
const int interval = InventoryView::SLOT_INTERVAL;
|
||||
|
||||
int padding = 4;
|
||||
uint width = 10 * (slotSize + interval) - interval + padding*2;
|
||||
uint height = slotSize + padding * 2;
|
||||
auto layout = std::make_unique<InventoryLayout>(glm::vec2(width, height));
|
||||
for (int i = 0; i < 10; i++) {
|
||||
glm::vec2 position (i * (slotSize + interval) + padding, padding);
|
||||
layout->add(SlotLayout(position, false, false, nullptr, nullptr));
|
||||
}
|
||||
layout->setOrigin(glm::vec2(width / 2, 0));
|
||||
auto view = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
);
|
||||
view->build();
|
||||
view->setInteractive(false);
|
||||
return view;
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> HudRenderer::createInventory() {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
auto content = level->content;
|
||||
|
||||
SlotLayout slotLayout(glm::vec2(), true, false, [=](ItemStack& stack) {
|
||||
stack.clear();
|
||||
}, nullptr);
|
||||
|
||||
int columns = 10;
|
||||
int rows = ceildiv(inventory->size(), columns);
|
||||
int padding = 4;
|
||||
|
||||
InventoryBuilder builder;
|
||||
builder.addGrid(columns, rows, glm::vec2(), padding, slotLayout);
|
||||
auto layout = builder.build();
|
||||
|
||||
auto view = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
);
|
||||
view->build();
|
||||
return view;
|
||||
}
|
||||
|
||||
HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
: assets(engine->getAssets()),
|
||||
gui(engine->getGUI()),
|
||||
frontend(frontend) {
|
||||
|
||||
auto level = frontend->getLevel();
|
||||
frontend(frontend)
|
||||
{
|
||||
auto menu = gui->getMenu();
|
||||
auto content = level->content;
|
||||
auto indices = content->getIndices();
|
||||
|
||||
std::vector<itemid_t> items;
|
||||
for (itemid_t id = 1; id < indices->countItemDefs(); id++) {
|
||||
items.push_back(id);
|
||||
}
|
||||
contentAccess.reset(new InventoryView(8, content, frontend, items));
|
||||
contentAccess->setSlotConsumer([=](blockid_t id) {
|
||||
level->player->setChosenItem(id);
|
||||
});
|
||||
interaction = std::make_unique<InventoryInteraction>();
|
||||
grabbedItemView = std::make_shared<SlotView>(
|
||||
interaction->getGrabbedItem(),
|
||||
frontend,
|
||||
interaction.get(),
|
||||
frontend->getLevel()->content,
|
||||
SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
|
||||
);
|
||||
grabbedItemView->color(glm::vec4());
|
||||
grabbedItemView->setInteractive(false);
|
||||
|
||||
hotbarView.reset(new InventoryView(1, content, frontend, std::vector<itemid_t> {0}));
|
||||
contentAccess = createContentAccess();
|
||||
contentAccessPanel = std::make_shared<Panel>(
|
||||
contentAccess->size(), vec4(0.0f), 0.0f
|
||||
);
|
||||
contentAccessPanel->color(glm::vec4());
|
||||
contentAccessPanel->add(contentAccess);
|
||||
contentAccessPanel->scrollable(true);
|
||||
|
||||
hotbarView = createHotbar();
|
||||
inventoryView = createInventory();
|
||||
|
||||
uicamera = new Camera(vec3(), 1);
|
||||
uicamera->perspective = false;
|
||||
@@ -191,10 +308,18 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
createDebugPanel(engine);
|
||||
menu->reset();
|
||||
|
||||
gui->add(this->debugPanel);
|
||||
gui->add(debugPanel);
|
||||
gui->add(contentAccessPanel);
|
||||
gui->add(hotbarView);
|
||||
gui->add(inventoryView);
|
||||
gui->add(grabbedItemView);
|
||||
}
|
||||
|
||||
HudRenderer::~HudRenderer() {
|
||||
gui->remove(grabbedItemView);
|
||||
gui->remove(inventoryView);
|
||||
gui->remove(hotbarView);
|
||||
gui->remove(contentAccessPanel);
|
||||
gui->remove(debugPanel);
|
||||
delete uicamera;
|
||||
}
|
||||
@@ -206,7 +331,12 @@ void HudRenderer::drawDebug(int fps){
|
||||
}
|
||||
|
||||
void HudRenderer::update(bool visible) {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto menu = gui->getMenu();
|
||||
|
||||
menu->visible(pause);
|
||||
|
||||
if (!visible && inventoryOpen) {
|
||||
inventoryOpen = false;
|
||||
}
|
||||
@@ -232,13 +362,35 @@ void HudRenderer::update(bool visible) {
|
||||
if ((pause || inventoryOpen) == Events::_cursor_locked) {
|
||||
Events::toggleCursor();
|
||||
}
|
||||
|
||||
glm::vec2 invSize = contentAccessPanel->size();
|
||||
inventoryView->visible(inventoryOpen);
|
||||
contentAccessPanel->visible(inventoryOpen);
|
||||
contentAccessPanel->size(glm::vec2(invSize.x, Window::height));
|
||||
|
||||
for (int i = keycode::NUM_1; i <= keycode::NUM_9; i++) {
|
||||
if (Events::jpressed(i)) {
|
||||
player->setChosenSlot(i - keycode::NUM_1);
|
||||
}
|
||||
}
|
||||
if (Events::jpressed(keycode::NUM_0)) {
|
||||
player->setChosenSlot(9);
|
||||
}
|
||||
if (!inventoryOpen && Events::scroll) {
|
||||
int slot = player->getChosenSlot();
|
||||
slot = (slot + Events::scroll) % 10;
|
||||
if (slot < 0) {
|
||||
slot += 10;
|
||||
}
|
||||
player->setChosenSlot(slot);
|
||||
}
|
||||
}
|
||||
|
||||
void HudRenderer::drawOverlay(const GfxContext& ctx) {
|
||||
if (pause) {
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
const Viewport& viewport = ctx.getViewport();
|
||||
const uint width = viewport.getWidth();
|
||||
@@ -271,12 +423,11 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
|
||||
Shader* uishader = assets->getShader("ui");
|
||||
uishader->use();
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
|
||||
uishader->uniformMatrix("u_projview", uicamera->getProjView());
|
||||
|
||||
// Draw selected item preview
|
||||
hotbarView->setPosition(width-60, height-60);
|
||||
hotbarView->setItems({player->getChosenItem()});
|
||||
hotbarView->actAndDraw(&ctx);
|
||||
hotbarView->setCoord(glm::vec2(width/2, height-65));
|
||||
hotbarView->setSelected(player->getChosenSlot());
|
||||
|
||||
// Crosshair
|
||||
batch->begin();
|
||||
@@ -289,10 +440,20 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
}
|
||||
|
||||
if (inventoryOpen) {
|
||||
// draw content access panel (all available items)
|
||||
contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
|
||||
contentAccess->actAndDraw(&ctx);
|
||||
auto caLayout = contentAccess->getLayout();
|
||||
auto invLayout = inventoryView->getLayout();
|
||||
float caWidth = caLayout->getSize().x;
|
||||
glm::vec2 invSize = invLayout->getSize();
|
||||
|
||||
float width = viewport.getWidth();
|
||||
|
||||
inventoryView->setCoord(glm::vec2(
|
||||
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
|
||||
height/2-invSize.y/2
|
||||
));
|
||||
contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
|
||||
}
|
||||
grabbedItemView->setCoord(glm::vec2(Events::cursor));
|
||||
batch->render();
|
||||
}
|
||||
|
||||
|
||||
+13
-2
@@ -15,12 +15,15 @@ class Assets;
|
||||
class Player;
|
||||
class Level;
|
||||
class Engine;
|
||||
class SlotView;
|
||||
class InventoryView;
|
||||
class LevelFrontend;
|
||||
class InventoryInteraction;
|
||||
|
||||
namespace gui {
|
||||
class GUI;
|
||||
class UINode;
|
||||
class Panel;
|
||||
}
|
||||
|
||||
class HudRenderer {
|
||||
@@ -34,13 +37,21 @@ class HudRenderer {
|
||||
bool inventoryOpen = false;
|
||||
bool pause = false;
|
||||
|
||||
std::unique_ptr<InventoryView> contentAccess;
|
||||
std::unique_ptr<InventoryView> hotbarView;
|
||||
std::shared_ptr<gui::Panel> contentAccessPanel;
|
||||
std::shared_ptr<InventoryView> contentAccess;
|
||||
std::shared_ptr<InventoryView> hotbarView;
|
||||
std::shared_ptr<InventoryView> inventoryView;
|
||||
std::shared_ptr<gui::UINode> debugPanel;
|
||||
std::unique_ptr<InventoryInteraction> interaction;
|
||||
std::shared_ptr<SlotView> grabbedItemView;
|
||||
gui::GUI* gui;
|
||||
LevelFrontend* frontend;
|
||||
|
||||
void createDebugPanel(Engine* engine);
|
||||
|
||||
std::shared_ptr<InventoryView> createContentAccess();
|
||||
std::shared_ptr<InventoryView> createHotbar();
|
||||
std::shared_ptr<InventoryView> createInventory();
|
||||
public:
|
||||
HudRenderer(Engine* engine, LevelFrontend* frontend);
|
||||
~HudRenderer();
|
||||
|
||||
Reference in New Issue
Block a user