hud refactor

This commit is contained in:
MihailRis
2024-01-07 14:25:00 +03:00
parent 85d85dada7
commit d4c4c4d399
4 changed files with 75 additions and 66 deletions
+22 -18
View File
@@ -15,34 +15,36 @@
InventoryView::InventoryView(
int columns,
Player* player,
const Assets* assets,
const ContentIndices* indices,
const ContentGfxCache* cache,
std::vector<blockid_t> blocks)
: player(player),
assets(assets),
: assets(assets),
indices(indices),
cache(cache),
blocks(blocks),
invColumns(columns) {
columns(columns) {
blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
assets->getAtlas("blocks"),
cache);
}
void InventoryView::setPosition(int x, int y) {
this->invX = x;
this->invY = y;
position.x = x;
position.y = y;
}
int InventoryView::getWidth() const {
return invColumns * iconSize + (invColumns-1) * interval + padX * 2;
return columns * iconSize + (columns-1) * interval + padding.x * 2;
}
int InventoryView::getHeight() const {
uint inv_rows = ceildiv(blocks.size(), invColumns);
return inv_rows * iconSize + (inv_rows-1) * interval + padY * 2;
uint inv_rows = ceildiv(blocks.size(), columns);
return inv_rows * iconSize + (inv_rows-1) * interval + padding.y * 2;
}
void InventoryView::setSlotConsumer(slotconsumer consumer) {
this->consumer = consumer;
}
void InventoryView::actAndDraw(const GfxContext* ctx) {
@@ -51,8 +53,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
auto viewport = ctx->getViewport();
uint inv_w = getWidth();
uint inv_h = getHeight();
int xs = invX + padX;
int ys = invY + padY;
int xs = position.x + padding.x;
int ys = position.y + padding.y;
glm::vec4 tint (1.0f);
int mx = Events::cursor.x;
@@ -62,15 +64,15 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
auto batch = ctx->getBatch2D();
batch->texture(nullptr);
batch->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f);
batch->rect(invX, invY, inv_w, inv_h);
batch->rect(position.x, position.y, inv_w, inv_h);
batch->render();
// blocks & items
if (Events::scroll) {
inventoryScroll -= Events::scroll * (iconSize+interval);
scroll -= Events::scroll * (iconSize+interval);
}
inventoryScroll = std::min(inventoryScroll, int(inv_h-viewport.getHeight()));
inventoryScroll = std::max(inventoryScroll, 0);
scroll = std::min(scroll, int(inv_h-viewport.getHeight()));
scroll = std::max(scroll, 0);
blocksPreview->begin(&ctx->getViewport());
{
Window::clearDepth();
@@ -80,8 +82,8 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
uint index = 0;
for (uint i = 0; i < blocks.size(); i++) {
Block* cblock = indices->getBlockDef(blocks[i]);
int x = xs + (iconSize+interval) * (index % invColumns);
int y = ys + (iconSize+interval) * (index / invColumns) - inventoryScroll;
int x = xs + (iconSize+interval) * (index % columns);
int y = ys + (iconSize+interval) * (index / columns) - scroll;
if (y < -int(iconSize+interval) || y >= int(viewport.getHeight())) {
index++;
continue;
@@ -91,7 +93,9 @@ void InventoryView::actAndDraw(const GfxContext* ctx) {
tint.g *= 1.2f;
tint.b *= 1.2f;
if (Events::jclicked(mousecode::BUTTON_1)) {
player->chosenBlock = blocks[i];
if (consumer) {
consumer(blocks[i]);
}
}
} else {
tint = glm::vec4(1.0f);