update Assets container - template-based now
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@@ -208,7 +208,7 @@ void Hud::processInput(bool visible) {
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}
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}
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if (!pause && Events::active(BIND_DEVTOOLS_CONSOLE)) {
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showOverlay(assets->getLayout("core:console"), false);
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showOverlay(assets->get<UiDocument>("core:console"), false);
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}
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if (!Window::isFocused() && !pause && !isInventoryOpen()) {
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setPause(true);
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@@ -305,7 +305,7 @@ void Hud::openInventory() {
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inventoryOpen = true;
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auto inventory = player->getInventory();
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auto inventoryDocument = assets->getLayout("core:inventory");
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auto inventoryDocument = assets->get<UiDocument>("core:inventory");
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inventoryView = std::dynamic_pointer_cast<InventoryView>(inventoryDocument->getRoot());
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inventoryView->bind(inventory, content);
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add(HudElement(hud_element_mode::inventory_bound, inventoryDocument, inventoryView, false));
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@@ -460,7 +460,7 @@ void Hud::draw(const DrawContext& ctx){
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auto batch = ctx.getBatch2D();
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batch->begin();
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Shader* uishader = assets->getShader("ui");
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auto uishader = assets->get<Shader>("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjView());
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@@ -468,7 +468,7 @@ void Hud::draw(const DrawContext& ctx){
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if (!pause && !inventoryOpen && !player->debug) {
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DrawContext chctx = ctx.sub();
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chctx.setBlendMode(BlendMode::inversion);
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auto texture = assets->getTexture("gui/crosshair");
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auto texture = assets->get<Texture>("gui/crosshair");
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batch->texture(texture);
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int chsizex = texture != nullptr ? texture->getWidth() : 16;
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int chsizey = texture != nullptr ? texture->getHeight() : 16;
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