Inventory (WIP part I)
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+184
-23
@@ -44,6 +44,7 @@
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#include "../engine.h"
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#include "../core_defs.h"
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#include "../items/ItemDef.h"
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#include "../items/Inventory.h"
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using glm::vec2;
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using glm::vec3;
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@@ -163,26 +164,142 @@ void HudRenderer::createDebugPanel(Engine* engine) {
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panel->refresh();
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}
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std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto indices = content->getIndices();
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auto player = level->player;
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auto inventory = player->getInventory();
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int itemsCount = indices->countItemDefs();
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auto accessInventory = std::make_shared<Inventory>(itemsCount);
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for (int id = 1; id < itemsCount; id++) {
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accessInventory->getSlot(id-1).set(ItemStack(id, 1));
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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 padding = 8;
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int columns = 8;
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int rows = ceildiv(itemsCount-1, columns);
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uint cawidth = columns * (slotSize + interval) - interval + padding;
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uint caheight = rows * (slotSize + interval) - interval + padding*2;
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auto layout = std::make_unique<InventoryLayout>(glm::vec2(cawidth, caheight));
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for (int i = 0; i < itemsCount-1; i++) {
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int row = i / columns;
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int col = i % columns;
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glm::vec2 position (
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col * slotSize + (col-1) * interval + padding,
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row * slotSize + (row-1) * interval + padding
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);
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layout->add(SlotLayout(position, false, true,
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[=](ItemStack& item) {
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auto copy = ItemStack(item);
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inventory->move(copy, indices);
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},
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[=](ItemStack& item, ItemStack& grabbed) {
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inventory->getSlot(player->getChosenSlot()).set(item);
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}));
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}
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auto contentAccess = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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accessInventory,
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std::move(layout)
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);
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contentAccess->build();
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return contentAccess;
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}
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std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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auto content = level->content;
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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 padding = 4;
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uint width = 10 * (slotSize + interval) - interval + padding*2;
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uint height = slotSize + padding * 2;
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auto layout = std::make_unique<InventoryLayout>(glm::vec2(width, height));
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for (int i = 0; i < 10; i++) {
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glm::vec2 position (i * (slotSize + interval) + padding, padding);
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layout->add(SlotLayout(position, false, false, nullptr, nullptr));
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}
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layout->setOrigin(glm::vec2(width / 2, 0));
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auto view = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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inventory,
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std::move(layout)
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);
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view->build();
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view->setInteractive(false);
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return view;
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}
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std::shared_ptr<InventoryView> HudRenderer::createInventory() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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auto content = level->content;
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SlotLayout slotLayout(glm::vec2(), true, false, [=](ItemStack& stack) {
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stack.clear();
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}, nullptr);
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int columns = 10;
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int rows = ceildiv(inventory->size(), columns);
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int padding = 4;
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InventoryBuilder builder;
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builder.addGrid(columns, rows, glm::vec2(), padding, slotLayout);
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auto layout = builder.build();
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auto view = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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inventory,
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std::move(layout)
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);
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view->build();
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return view;
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}
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HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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: assets(engine->getAssets()),
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gui(engine->getGUI()),
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frontend(frontend) {
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auto level = frontend->getLevel();
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frontend(frontend)
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{
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auto menu = gui->getMenu();
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auto content = level->content;
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auto indices = content->getIndices();
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std::vector<itemid_t> items;
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for (itemid_t id = 1; id < indices->countItemDefs(); id++) {
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items.push_back(id);
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}
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contentAccess.reset(new InventoryView(8, content, frontend, items));
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contentAccess->setSlotConsumer([=](blockid_t id) {
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level->player->setChosenItem(id);
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});
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interaction = std::make_unique<InventoryInteraction>();
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grabbedItemView = std::make_shared<SlotView>(
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interaction->getGrabbedItem(),
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frontend,
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interaction.get(),
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frontend->getLevel()->content,
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SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
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);
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grabbedItemView->color(glm::vec4());
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grabbedItemView->setInteractive(false);
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hotbarView.reset(new InventoryView(1, content, frontend, std::vector<itemid_t> {0}));
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contentAccess = createContentAccess();
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contentAccessPanel = std::make_shared<Panel>(
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contentAccess->size(), vec4(0.0f), 0.0f
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);
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contentAccessPanel->color(glm::vec4());
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contentAccessPanel->add(contentAccess);
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contentAccessPanel->scrollable(true);
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hotbarView = createHotbar();
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inventoryView = createInventory();
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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@@ -191,10 +308,18 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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createDebugPanel(engine);
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menu->reset();
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gui->add(this->debugPanel);
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gui->add(debugPanel);
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gui->add(contentAccessPanel);
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gui->add(hotbarView);
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gui->add(inventoryView);
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gui->add(grabbedItemView);
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}
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HudRenderer::~HudRenderer() {
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gui->remove(grabbedItemView);
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gui->remove(inventoryView);
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gui->remove(hotbarView);
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gui->remove(contentAccessPanel);
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gui->remove(debugPanel);
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delete uicamera;
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}
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@@ -206,7 +331,12 @@ void HudRenderer::drawDebug(int fps){
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}
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void HudRenderer::update(bool visible) {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto menu = gui->getMenu();
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menu->visible(pause);
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if (!visible && inventoryOpen) {
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inventoryOpen = false;
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}
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@@ -232,13 +362,35 @@ void HudRenderer::update(bool visible) {
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if ((pause || inventoryOpen) == Events::_cursor_locked) {
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Events::toggleCursor();
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}
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glm::vec2 invSize = contentAccessPanel->size();
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inventoryView->visible(inventoryOpen);
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contentAccessPanel->visible(inventoryOpen);
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contentAccessPanel->size(glm::vec2(invSize.x, Window::height));
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for (int i = keycode::NUM_1; i <= keycode::NUM_9; i++) {
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if (Events::jpressed(i)) {
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player->setChosenSlot(i - keycode::NUM_1);
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}
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}
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if (Events::jpressed(keycode::NUM_0)) {
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player->setChosenSlot(9);
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}
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if (!inventoryOpen && Events::scroll) {
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int slot = player->getChosenSlot();
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slot = (slot + Events::scroll) % 10;
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if (slot < 0) {
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slot += 10;
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}
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player->setChosenSlot(slot);
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}
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}
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void HudRenderer::drawOverlay(const GfxContext& ctx) {
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if (pause) {
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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uishader->uniformMatrix("u_projview", uicamera->getProjView());
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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@@ -271,12 +423,11 @@ void HudRenderer::draw(const GfxContext& ctx){
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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uishader->uniformMatrix("u_projview", uicamera->getProjView());
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// Draw selected item preview
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hotbarView->setPosition(width-60, height-60);
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hotbarView->setItems({player->getChosenItem()});
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hotbarView->actAndDraw(&ctx);
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hotbarView->setCoord(glm::vec2(width/2, height-65));
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hotbarView->setSelected(player->getChosenSlot());
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// Crosshair
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batch->begin();
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@@ -289,10 +440,20 @@ void HudRenderer::draw(const GfxContext& ctx){
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}
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if (inventoryOpen) {
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// draw content access panel (all available items)
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contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
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contentAccess->actAndDraw(&ctx);
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auto caLayout = contentAccess->getLayout();
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auto invLayout = inventoryView->getLayout();
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float caWidth = caLayout->getSize().x;
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glm::vec2 invSize = invLayout->getSize();
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float width = viewport.getWidth();
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inventoryView->setCoord(glm::vec2(
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glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
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height/2-invSize.y/2
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));
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contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
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}
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grabbedItemView->setCoord(glm::vec2(Events::cursor));
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batch->render();
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}
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