block ui test
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@@ -1,20 +0,0 @@
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#include "libhud.h"
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#include <iostream>
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#include "../scripting.h"
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#include "../../../frontend/hud.h"
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namespace scripting {
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extern Hud* hud;
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}
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int l_hud_open_inventory(lua_State* L) {
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scripting::hud->openInventory();
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return 0;
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}
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int l_hud_close_inventory(lua_State* L) {
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scripting::hud->closeInventory();
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return 0;
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}
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@@ -2,9 +2,9 @@
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#include <iostream>
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#include "lua_util.h"
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#include "api/api_lua.h"
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#include "api/libgui.h"
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#include "../../util/stringutil.h"
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#include "api_lua.h"
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#include "libgui.h"
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#include "../../../util/stringutil.h"
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lua::luaerror::luaerror(const std::string& message) : std::runtime_error(message) {
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}
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@@ -1,7 +1,7 @@
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#include "api_lua.h"
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#include "../scripting.h"
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#include "../lua_util.h"
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#include "lua_util.h"
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#include <glm/glm.hpp>
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#include <iostream>
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@@ -2,7 +2,7 @@
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#include <iostream>
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#include "../scripting.h"
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#include "../lua_util.h"
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#include "lua_util.h"
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#include "../../../engine.h"
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#include "../../../assets/Assets.h"
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@@ -0,0 +1,65 @@
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#include "libhud.h"
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#include "LuaState.h"
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#include <iostream>
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#include <glm/glm.hpp>
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#include "../scripting.h"
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#include "../../../assets/Assets.h"
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#include "../../../frontend/hud.h"
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#include "../../../world/Level.h"
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#include "../../../voxels/Chunks.h"
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#include "../../../voxels/voxel.h"
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#include "../../../voxels/Block.h"
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#include "../../../content/Content.h"
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#include "../../../logic/BlocksController.h"
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#include "../../../items/Inventories.h"
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#include "../../../engine.h"
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namespace scripting {
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extern Hud* hud;
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}
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int l_hud_open_inventory(lua_State* L) {
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scripting::hud->openInventory();
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return 0;
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}
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int l_hud_close_inventory(lua_State* L) {
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scripting::hud->closeInventory();
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return 0;
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}
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int l_hud_open_block(lua_State* L) {
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lua::luaint x = lua_tointeger(L, 1);
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lua::luaint y = lua_tointeger(L, 2);
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lua::luaint z = lua_tointeger(L, 3);
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voxel* vox = scripting::level->chunks->get(x, y, z);
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if (vox == nullptr) {
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luaL_error(L, "block does not exists at %d %d %d", x, y, z);
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}
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auto def = scripting::content->getIndices()->getBlockDef(vox->id);
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auto assets = scripting::engine->getAssets();
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auto layout = assets->getLayout(def->uiLayout);
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if (layout == nullptr) {
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luaL_error(L, "block '%s' has no ui layout", def->name.c_str());
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}
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auto id = scripting::blocks->createBlockInventory(x, y, z);
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if (id == 0) {
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luaL_error(L,
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"block '%s' at %d %d %d has no inventory",
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def->name.c_str(),
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x, y, z
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);
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}
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scripting::hud->openInventory(
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glm::ivec3(x, y, z), layout, scripting::level->inventories->get(id)
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);
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lua_pushinteger(L, id);
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lua_pushstring(L, def->uiLayout.c_str());
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return 2;
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}
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@@ -5,10 +5,12 @@
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extern int l_hud_open_inventory(lua_State* L);
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extern int l_hud_close_inventory(lua_State* L);
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extern int l_hud_open_block(lua_State* L);
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static const luaL_Reg hudlib [] = {
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{"open_inventory", l_hud_open_inventory},
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{"close_inventory", l_hud_close_inventory},
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{"open_block", l_hud_open_block},
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{NULL, NULL}
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};
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@@ -14,7 +14,7 @@
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#include "../../logic/BlocksController.h"
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#include "../../frontend/UiDocument.h"
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#include "../../engine.h"
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#include "LuaState.h"
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#include "lua/LuaState.h"
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#include "../../util/stringutil.h"
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#include "../../util/timeutil.h"
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@@ -1,8 +1,8 @@
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#include "scripting_frontend.h"
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#include "scripting.h"
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#include "api/libhud.h"
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#include "LuaState.h"
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#include "lua/libhud.h"
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#include "lua/LuaState.h"
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namespace scripting {
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extern lua::LuaState* state;
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@@ -2,7 +2,7 @@
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#include <iostream>
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#include "LuaState.h"
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#include "lua/LuaState.h"
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#include "../../util/stringutil.h"
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namespace scripting {
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