hud refactor
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+40
-39
@@ -55,39 +55,8 @@ inline Label* create_label(gui::wstringsupplier supplier) {
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return label;
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}
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HudRenderer::HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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auto content = level->content;
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auto indices = content->indices;
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std::vector<blockid_t> blocks;
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for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
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const Block* def = indices->getBlockDef(id);
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if (def->hidden)
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continue;
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blocks.push_back(id);
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}
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contentAccess.reset(new InventoryView(
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8,
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level->player,
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assets,
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indices,
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cache,
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blocks));
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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void HudRenderer::createDebugPanel(Engine* engine) {
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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debugPanel = shared_ptr<UINode>(panel);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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@@ -106,16 +75,16 @@ HudRenderer::HudRenderer(Engine* engine,
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+wstring(culling ? L"on" : L"off");
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})));
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panel->add(shared_ptr<Label>(create_label([this, level]() {
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return L"chunks: "+std::to_wstring(this->level->chunks->chunksCount)+
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panel->add(shared_ptr<Label>(create_label([this]() {
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return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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auto player = this->level->player;
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auto indices = this->level->content->indices;
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auto player = level->player;
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auto indices = level->content->indices;
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << this->level->player->selectedVoxel.states;
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stream << std::hex << level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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@@ -123,7 +92,7 @@ HudRenderer::HudRenderer(Engine* engine,
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L" "+stream.str();
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})));
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panel->add(shared_ptr<Label>(create_label([this](){
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return L"seed: "+std::to_wstring(this->level->world->seed);
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return L"seed: "+std::to_wstring(level->world->seed);
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})));
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for (int ax = 0; ax < 3; ax++){
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@@ -203,6 +172,38 @@ HudRenderer::HudRenderer(Engine* engine,
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panel->add(checkpanel);
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}
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panel->refresh();
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}
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HudRenderer::HudRenderer(Engine* engine,
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Level* level,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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gui(engine->getGUI()),
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cache(cache) {
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auto menu = gui->getMenu();
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blocksPreview = new BlocksPreview(assets->getShader("ui3d"),
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assets->getAtlas("blocks"),
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cache);
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auto content = level->content;
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auto indices = content->indices;
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std::vector<blockid_t> blocks;
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for (blockid_t id = 1; id < indices->countBlockDefs(); id++) {
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const Block* def = indices->getBlockDef(id);
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if (def->hidden)
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continue;
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blocks.push_back(id);
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}
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contentAccess.reset(new InventoryView(8, assets, indices, cache, blocks));
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contentAccess->setSlotConsumer([=](blockid_t id) {
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level->player->chosenBlock = id;
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});
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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createDebugPanel(engine);
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menu->reset();
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gui->add(this->debugPanel);
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