format: reformat project
Signed-off-by: Vyacheslav Ivanov <islavaivanov76@gmail.com>
This commit is contained in:
@@ -1,10 +1,11 @@
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#include "api_lua.hpp"
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#include <glm/glm.hpp>
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#include <iostream>
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#include "../../../assets/Assets.hpp"
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#include "../../../content/Content.hpp"
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#include "../../../engine.hpp"
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#include "../../../frontend/hud.hpp"
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#include "../../../frontend/UiDocument.hpp"
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#include "../../../frontend/hud.hpp"
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#include "../../../graphics/ui/elements/InventoryView.hpp"
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#include "../../../items/Inventories.hpp"
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#include "../../../logic/BlocksController.hpp"
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@@ -14,9 +15,7 @@
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#include "../../../voxels/Chunks.hpp"
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#include "../../../voxels/voxel.hpp"
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#include "../../../world/Level.hpp"
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#include <iostream>
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#include <glm/glm.hpp>
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#include "api_lua.hpp"
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namespace scripting {
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extern Hud* hud;
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@@ -45,20 +44,24 @@ static int l_hud_open_block(lua::State* L) {
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auto vox = level->chunks->get(x, y, z);
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if (vox == nullptr) {
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throw std::runtime_error("block does not exists at " +
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std::to_string(x) + " " + std::to_string(y) + " " + std::to_string(z)
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throw std::runtime_error(
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"block does not exists at " + std::to_string(x) + " " +
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std::to_string(y) + " " + std::to_string(z)
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);
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}
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auto def = content->getIndices()->blocks.get(vox->id);
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auto assets = engine->getAssets();
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auto layout = assets->get<UiDocument>(def->uiLayout);
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if (layout == nullptr) {
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throw std::runtime_error("block '"+def->name+"' has no ui layout");
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throw std::runtime_error("block '" + def->name + "' has no ui layout");
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}
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auto id = blocks->createBlockInventory(x, y, z);
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hud->openInventory(
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glm::ivec3(x, y, z), layout, level->inventories->get(id), playerInventory
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glm::ivec3(x, y, z),
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layout,
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level->inventories->get(id),
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playerInventory
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);
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lua::pushinteger(L, id);
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@@ -73,7 +76,7 @@ static int l_hud_show_overlay(lua::State* L) {
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auto assets = engine->getAssets();
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auto layout = assets->get<UiDocument>(name);
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if (layout == nullptr) {
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throw std::runtime_error("there is no ui layout "+util::quote(name));
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throw std::runtime_error("there is no ui layout " + util::quote(name));
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}
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hud->showOverlay(layout, playerInventory);
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return 0;
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@@ -83,7 +86,9 @@ static UiDocument* require_layout(const char* name) {
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auto assets = engine->getAssets();
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auto layout = assets->get<UiDocument>(name);
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if (layout == nullptr) {
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throw std::runtime_error("layout '"+std::string(name)+"' is not found");
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throw std::runtime_error(
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"layout '" + std::string(name) + "' is not found"
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);
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}
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return layout;
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}
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@@ -132,7 +137,7 @@ static int l_hud_is_inventory_open(lua::State* L) {
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return lua::pushboolean(L, hud->isInventoryOpen());
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}
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const luaL_Reg hudlib [] = {
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const luaL_Reg hudlib[] = {
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{"open_inventory", lua::wrap<l_hud_open_inventory>},
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{"close_inventory", lua::wrap<l_hud_close_inventory>},
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{"open_block", lua::wrap<l_hud_open_block>},
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@@ -145,5 +150,4 @@ const luaL_Reg hudlib [] = {
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{"is_paused", lua::wrap<l_hud_is_paused>},
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{"is_inventory_open", lua::wrap<l_hud_is_inventory_open>},
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{"get_player", lua::wrap<l_hud_get_player>},
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{NULL, NULL}
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};
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{NULL, NULL}};
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