indentation fix + minor refactor
This commit is contained in:
@@ -34,8 +34,7 @@ SlotLayout::SlotLayout(
|
||||
slotcallback updateFunc,
|
||||
slotcallback shareFunc,
|
||||
slotcallback rightClick
|
||||
)
|
||||
: index(index),
|
||||
) : index(index),
|
||||
position(position),
|
||||
background(background),
|
||||
itemSource(itemSource),
|
||||
@@ -47,22 +46,13 @@ InventoryBuilder::InventoryBuilder() {
|
||||
view = std::make_shared<InventoryView>();
|
||||
}
|
||||
|
||||
/** Add slots grid to inventory view
|
||||
* @param cols grid columns
|
||||
* @param count total number of grid slots
|
||||
* @param pos position of the first slot of the grid
|
||||
* @param padding additional space around the grid
|
||||
* @param addpanel automatically create panel behind the grid
|
||||
* with size including padding
|
||||
* @param slotLayout slot settings (index and position are ignored)
|
||||
*/
|
||||
void InventoryBuilder::addGrid(
|
||||
int cols, int count,
|
||||
glm::vec2 pos,
|
||||
int padding,
|
||||
bool addpanel,
|
||||
SlotLayout slotLayout)
|
||||
{
|
||||
SlotLayout slotLayout
|
||||
) {
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
const int interval = InventoryView::SLOT_INTERVAL;
|
||||
|
||||
@@ -88,8 +78,9 @@ void InventoryBuilder::addGrid(
|
||||
|
||||
for (int row = 0; row < rows; row++) {
|
||||
for (int col = 0; col < cols; col++) {
|
||||
if (row * cols + col >= count)
|
||||
if (row * cols + col >= count) {
|
||||
break;
|
||||
}
|
||||
glm::vec2 position (
|
||||
col * (slotSize + interval) + padding,
|
||||
row * (slotSize + interval) + padding
|
||||
@@ -122,14 +113,13 @@ void SlotView::draw(const GfxContext* pctx, Assets* assets) {
|
||||
if (bound == nullptr)
|
||||
return;
|
||||
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
|
||||
ItemStack& stack = *bound;
|
||||
|
||||
glm::vec2 pos = calcPos();
|
||||
|
||||
int slotSize = InventoryView::SLOT_SIZE;
|
||||
|
||||
glm::vec4 tint(1.0f);
|
||||
glm::vec2 pos = calcPos();
|
||||
glm::vec4 color = getColor();
|
||||
|
||||
if (hover || highlighted) {
|
||||
tint *= 1.333f;
|
||||
color = glm::vec4(1, 1, 1, 0.2f);
|
||||
|
||||
@@ -48,13 +48,15 @@ struct SlotLayout {
|
||||
slotcallback rightClick;
|
||||
int padding = 0;
|
||||
|
||||
SlotLayout(int index,
|
||||
SlotLayout(
|
||||
int index,
|
||||
glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
slotcallback updateFunc,
|
||||
slotcallback shareFunc,
|
||||
slotcallback rightClick);
|
||||
slotcallback rightClick
|
||||
);
|
||||
};
|
||||
|
||||
class SlotView : public gui::UINode {
|
||||
@@ -135,6 +137,14 @@ class InventoryBuilder {
|
||||
public:
|
||||
InventoryBuilder();
|
||||
|
||||
/// @brief Add slots grid to inventory view
|
||||
/// @param cols grid columns
|
||||
/// @param count total number of grid slots
|
||||
/// @param pos position of the first slot of the grid
|
||||
/// @param padding additional space around the grid
|
||||
/// @param addpanel automatically create panel behind the grid
|
||||
/// with size including padding
|
||||
/// @param slotLayout slot settings (index and position are ignored)
|
||||
void addGrid(
|
||||
int cols, int count,
|
||||
glm::vec2 pos,
|
||||
|
||||
+18
-18
@@ -7,56 +7,56 @@
|
||||
#include "typedefs.h"
|
||||
|
||||
struct DisplaySettings {
|
||||
/* Is window in full screen mode */
|
||||
/// @brief Is window in full screen mode
|
||||
bool fullscreen = false;
|
||||
/* Window width (pixels) */
|
||||
/// @brief Window width (pixels)
|
||||
int width = 1280;
|
||||
/* Window height (pixels) */
|
||||
/// @brief Window height (pixels)
|
||||
int height = 720;
|
||||
/* Anti-aliasing samples */
|
||||
/// @brief Anti-aliasing samples
|
||||
int samples = 0;
|
||||
/* GLFW swap interval value, 0 - unlimited fps, 1 - vsync*/
|
||||
/// @brief GLFW swap interval value, 0 - unlimited fps, 1 - vsync
|
||||
int swapInterval = 1;
|
||||
/* Window title */
|
||||
/// @brief Window title */
|
||||
std::string title = "VoxelEngine-Cpp v" +
|
||||
std::to_string(ENGINE_VERSION_MAJOR) + "." +
|
||||
std::to_string(ENGINE_VERSION_MINOR);
|
||||
};
|
||||
|
||||
struct ChunksSettings {
|
||||
/* Max milliseconds that engine uses for chunks loading only */
|
||||
/// @brief Max milliseconds that engine uses for chunks loading only
|
||||
uint loadSpeed = 4;
|
||||
/* Radius of chunks loading zone (chunk is unit) */
|
||||
/// @brief Radius of chunks loading zone (chunk is unit)
|
||||
uint loadDistance = 22;
|
||||
/* Buffer zone where chunks are not unloading (chunk is unit)*/
|
||||
/// @brief Buffer zone where chunks are not unloading (chunk is unit)
|
||||
uint padding = 2;
|
||||
};
|
||||
|
||||
struct CameraSettings {
|
||||
/* Camera dynamic field of view effects */
|
||||
/// @brief Camera dynamic field of view effects
|
||||
bool fovEvents = true;
|
||||
/* Camera movement shake */
|
||||
/// @brief Camera movement shake
|
||||
bool shaking = true;
|
||||
/* Camera field of view */
|
||||
/// @brief Camera field of view
|
||||
float fov = 90.0f;
|
||||
/* Camera sensitivity */
|
||||
/// @brief Camera sensitivity
|
||||
float sensitivity = 2.0f;
|
||||
};
|
||||
|
||||
struct GraphicsSettings {
|
||||
/* Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
|
||||
Use values in range [1.0 - 2.0] where 1.0 is linear, 2.0 is quadratic */
|
||||
/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
|
||||
/// Use values in range [1.0 - 2.0] where 1.0 is linear, 2.0 is quadratic
|
||||
float fogCurve = 1.6f;
|
||||
float gamma = 1.0f;
|
||||
/* Enable blocks backlight to prevent complete darkness */
|
||||
/// @brief Enable blocks backlight to prevent complete darkness
|
||||
bool backlight = true;
|
||||
/* Enable chunks frustum culling */
|
||||
/// @brief Enable chunks frustum culling */
|
||||
bool frustumCulling = true;
|
||||
int skyboxResolution = 64 + 32;
|
||||
};
|
||||
|
||||
struct DebugSettings {
|
||||
/* Turns off chunks saving/loading */
|
||||
/// @brief Turns off chunks saving/loading
|
||||
bool generatorTestMode = false;
|
||||
bool showChunkBorders = false;
|
||||
bool doWriteLights = true;
|
||||
|
||||
@@ -75,7 +75,7 @@ std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
|
||||
return chunk;
|
||||
}
|
||||
|
||||
// some magic code
|
||||
// reduce nesting on next modification
|
||||
void ChunksStorage::getVoxels(VoxelsVolume* volume, bool backlight) const {
|
||||
const Content* content = level->content;
|
||||
auto indices = content->getIndices();
|
||||
|
||||
Reference in New Issue
Block a user