InventoryBuilder add(InventoryPanel), add(SlotLayout)
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@@ -28,6 +28,10 @@ void InventoryLayout::add(SlotLayout slot) {
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slots.push_back(slot);
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}
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void InventoryLayout::add(InventoryPanel panel) {
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panels.push_back(panel);
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}
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void InventoryLayout::setSize(glm::vec2 size) {
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this->size = size;
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}
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@@ -48,6 +52,10 @@ std::vector<SlotLayout>& InventoryLayout::getSlots() {
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return slots;
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}
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std::vector<InventoryPanel>& InventoryLayout::getPanels() {
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return panels;
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}
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SlotLayout::SlotLayout(
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glm::vec2 position,
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bool background,
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@@ -74,7 +82,8 @@ InventoryBuilder::InventoryBuilder()
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void InventoryBuilder::addGrid(
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int cols, int count,
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glm::vec2 coord,
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int padding,
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int padding,
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bool addpanel,
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SlotLayout slotLayout)
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{
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const int slotSize = InventoryView::SLOT_SIZE;
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@@ -97,7 +106,7 @@ void InventoryBuilder::addGrid(
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for (int row = 0; row < rows; row++) {
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for (int col = 0; col < cols; col++) {
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if (row * cols + col >= count)
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return;
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break;
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glm::vec2 position (
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col * (slotSize + interval) + padding,
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row * (slotSize + interval) + padding
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@@ -107,6 +116,32 @@ void InventoryBuilder::addGrid(
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layout->add(builtSlot);
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}
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}
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if (addpanel) {
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add(InventoryPanel(
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coord,
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glm::vec2(width, height),
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glm::vec4(0, 0, 0, 0.5f)));
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}
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}
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void InventoryBuilder::add(SlotLayout slotLayout) {
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uint width = InventoryView::SLOT_SIZE;
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uint height = InventoryView::SLOT_SIZE;
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auto coord = slotLayout.position;
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auto lsize = layout->getSize();
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if (coord.x + width > lsize.x) {
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lsize.x = coord.x + width;
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}
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if (coord.y + height > lsize.y) {
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lsize.y = coord.y + height;
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}
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layout->add(slotLayout);
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}
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void InventoryBuilder::add(InventoryPanel panel) {
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layout->add(panel);
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}
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std::unique_ptr<InventoryLayout> InventoryBuilder::build() {
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@@ -275,7 +310,7 @@ InventoryView::InventoryView(
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frontend(frontend),
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interaction(interaction) {
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size(this->layout->getSize());
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color(glm::vec4(0, 0, 0, 0.5f));
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color(glm::vec4(0, 0, 0, 0.0f));
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}
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InventoryView::~InventoryView() {}
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@@ -321,7 +356,13 @@ InventoryLayout* InventoryView::getLayout() const {
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void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
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glm::vec2 coord = calcCoord();
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batch->texture(nullptr);
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batch->color = color_;
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batch->rect(coord.x-1, coord.y-1, size_.x+2, size_.y+2);
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for (auto& panel : layout->getPanels()) {
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glm::vec2 size = panel.size;
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glm::vec2 pos = coord + panel.position;
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batch->color = panel.color;
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batch->rect(pos.x-1, pos.y-1, size.x+2, size.y+2);
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}
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}
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