lua: hud library

This commit is contained in:
MihailRis
2024-02-16 13:57:03 +03:00
parent ffed4319da
commit 7e553efdec
14 changed files with 140 additions and 31 deletions
+51 -19
View File
@@ -48,6 +48,7 @@
#include "../core_defs.h"
#include "../items/ItemDef.h"
#include "../items/Inventory.h"
#include "../items/Inventories.h"
#include "../logic/scripting/scripting.h"
using namespace gui;
@@ -94,7 +95,7 @@ std::shared_ptr<gui::UINode> HudElement::getNode() const {
return node;
}
std::shared_ptr<UINode> HudRenderer::createDebugPanel(Engine* engine) {
std::shared_ptr<UINode> Hud::createDebugPanel(Engine* engine) {
auto level = frontend->getLevel();
auto panel = std::make_shared<Panel>(glm::vec2(250, 200), glm::vec4(5.0f), 2.0f);
@@ -204,7 +205,7 @@ std::shared_ptr<UINode> HudRenderer::createDebugPanel(Engine* engine) {
return panel;
}
std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
std::shared_ptr<InventoryView> Hud::createContentAccess() {
auto level = frontend->getLevel();
auto content = level->content;
auto indices = content->getIndices();
@@ -234,7 +235,7 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
return view;
}
std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
std::shared_ptr<InventoryView> Hud::createHotbar() {
auto level = frontend->getLevel();
auto player = level->player;
auto inventory = player->getInventory();
@@ -250,7 +251,7 @@ std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
return view;
}
HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
Hud::Hud(Engine* engine, LevelFrontend* frontend)
: assets(engine->getAssets()),
gui(engine->getGUI()),
frontend(frontend)
@@ -300,7 +301,7 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
gui->add(grabbedItemView);
}
HudRenderer::~HudRenderer() {
Hud::~Hud() {
// removing all controlled ui
gui->remove(grabbedItemView);
for (auto& element : elements) {
@@ -312,13 +313,13 @@ HudRenderer::~HudRenderer() {
gui->remove(debugPanel);
}
void HudRenderer::drawDebug(int fps){
void Hud::drawDebug(int fps){
this->fps = fps;
fpsMin = min(fps, fpsMin);
fpsMax = max(fps, fpsMax);
}
void HudRenderer::update(bool visible) {
void Hud::update(bool visible) {
auto level = frontend->getLevel();
auto player = level->player;
auto menu = gui->getMenu();
@@ -391,7 +392,7 @@ void HudRenderer::update(bool visible) {
/**
* Show inventory on the screen and turn on inventory mode blocking movement
*/
void HudRenderer::openInventory() {
void Hud::openInventory() {
auto level = frontend->getLevel();
auto player = level->player;
auto inventory = player->getInventory();
@@ -404,17 +405,48 @@ void HudRenderer::openInventory() {
add(HudElement(hud_element_mode::inventory_bound, inventoryDocument, inventoryView, false));
}
/**
* Show player inventory + block UI
* @param block world position of the open block
* @param doc block UI document (root element must be an InventoryView)
* @param blockinv block inventory.
* In case of nullptr a new virtual inventory will be created
*/
void Hud::openInventory(glm::ivec3 block, UiDocument* doc, std::shared_ptr<Inventory> blockinv) {
auto level = frontend->getLevel();
blockUI = std::dynamic_pointer_cast<InventoryView>(doc->getRoot());
if (blockUI == nullptr) {
throw std::runtime_error("block UI root element must be 'inventory'");
}
openInventory();
if (blockinv == nullptr) {
blockinv = level->inventories->createVirtual(blockUI->getSlotsCount());
}
blockUI->bind(blockinv, frontend, interaction.get());
add(HudElement(hud_element_mode::inventory_bound, doc, blockUI, false));
}
/**
* Hide inventory and turn off inventory mode
*/
void HudRenderer::closeInventory() {
void Hud::closeInventory() {
auto level = frontend->getLevel();
inventoryOpen = false;
ItemStack& grabbed = interaction->getGrabbedItem();
grabbed.clear();
inventoryView = nullptr;
if (blockUI) {
auto blockinv = blockUI->getInventory();
// todo: do it automatically
if (blockinv->isVirtual()) {
level->inventories->remove(blockinv->getId());
}
blockUI = nullptr;
}
}
void HudRenderer::add(HudElement element) {
void Hud::add(HudElement element) {
gui->add(element.getNode());
auto invview = std::dynamic_pointer_cast<InventoryView>(element.getNode());
auto document = element.getDocument();
@@ -429,7 +461,7 @@ void HudRenderer::add(HudElement element) {
elements.push_back(element);
}
void HudRenderer::remove(HudElement& element) {
void Hud::remove(HudElement& element) {
auto document = element.getDocument();
if (document) {
Inventory* inventory = nullptr;
@@ -442,7 +474,7 @@ void HudRenderer::remove(HudElement& element) {
gui->remove(element.getNode());
}
void HudRenderer::draw(const GfxContext& ctx){
void Hud::draw(const GfxContext& ctx){
auto level = frontend->getLevel();
auto player = level->player;
@@ -499,24 +531,24 @@ void HudRenderer::draw(const GfxContext& ctx){
contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
glm::vec2 invSize = inventoryView->getSize();
//inventoryView->setCoord(glm::vec2(
// glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
// height/2-invSize.y/2
//));
inventoryView->setCoord(glm::vec2(
glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
height/2-invSize.y/2
));
}
grabbedItemView->setCoord(glm::vec2(Events::cursor));
batch->render();
}
bool HudRenderer::isInventoryOpen() const {
bool Hud::isInventoryOpen() const {
return inventoryOpen;
}
bool HudRenderer::isPause() const {
bool Hud::isPause() const {
return pause;
}
void HudRenderer::setPause(bool pause) {
void Hud::setPause(bool pause) {
if (this->pause == pause) {
return;
}