UiDocument is an asset now
This commit is contained in:
parent
241d15e349
commit
07adbd04ea
@ -4,6 +4,7 @@
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#include "../graphics/Shader.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Font.h"
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#include "../frontend/UiDocument.h"
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Assets::~Assets() {
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}
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@ -62,6 +63,17 @@ void Assets::store(const TextureAnimation& animation) {
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animations.emplace_back(animation);
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}
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UiDocument* Assets::getLayout(std::string name) const {
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auto found = layouts.find(name);
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if (found == layouts.end())
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return nullptr;
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return found->second.get();
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}
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void Assets::store(UiDocument* layout, std::string name) {
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layouts[name].reset(layout);
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}
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void Assets::extend(const Assets& assets) {
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for (auto entry : assets.textures) {
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textures[entry.first] = entry.second;
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@ -12,12 +12,14 @@ class Texture;
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class Shader;
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class Font;
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class Atlas;
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class UiDocument;
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class Assets {
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std::unordered_map<std::string, std::shared_ptr<Texture>> textures;
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std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
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std::unordered_map<std::string, std::shared_ptr<Font>> fonts;
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std::unordered_map<std::string, std::shared_ptr<Atlas>> atlases;
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std::unordered_map<std::string, std::shared_ptr<UiDocument>> layouts;
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std::vector<TextureAnimation> animations;
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public:
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~Assets();
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@ -36,6 +38,9 @@ public:
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const std::vector<TextureAnimation>& getAnimations();
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void store(const TextureAnimation& animation);
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UiDocument* getLayout(std::string name) const;
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void store(UiDocument* layout, std::string name);
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void extend(const Assets& assets);
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};
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@ -48,6 +48,7 @@ void AssetsLoader::createDefaults(AssetsLoader& loader) {
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loader.addLoader(ASSET_TEXTURE, assetload::texture);
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loader.addLoader(ASSET_FONT, assetload::font);
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loader.addLoader(ASSET_ATLAS, assetload::atlas);
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loader.addLoader(ASSET_LAYOUT, assetload::layout);
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}
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void AssetsLoader::addDefaults(AssetsLoader& loader, bool world) {
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@ -66,6 +67,14 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, bool world) {
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loader.add(ASSET_SHADER, SHADERS_FOLDER"/skybox_gen", "skybox_gen");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/moon.png", "misc/moon");
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loader.add(ASSET_TEXTURE, TEXTURES_FOLDER"/misc/sun.png", "misc/sun");
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for (fs::path& file : loader.getPaths()->listdir(LAYOUTS_FOLDER)) {
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std::string packName = file.parent_path().parent_path().filename();
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if (packName == "res") {
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packName = "core";
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}
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loader.add(ASSET_LAYOUT, file.u8string(), packName+":"+file.stem().u8string());
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}
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}
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/blocks", "blocks");
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loader.add(ASSET_ATLAS, TEXTURES_FOLDER"/items", "items");
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@ -73,4 +82,4 @@ void AssetsLoader::addDefaults(AssetsLoader& loader, bool world) {
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const ResPaths* AssetsLoader::getPaths() const {
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return paths;
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}
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}
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@ -10,6 +10,7 @@ const short ASSET_TEXTURE = 1;
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const short ASSET_SHADER = 2;
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const short ASSET_FONT = 3;
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const short ASSET_ATLAS = 4;
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const short ASSET_LAYOUT = 5;
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class ResPaths;
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class Assets;
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@ -13,6 +13,7 @@
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#include "../graphics/Atlas.h"
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#include "../graphics/Font.h"
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#include "../graphics/TextureAnimation.h"
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#include "../frontend/UiDocument.h"
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namespace fs = std::filesystem;
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@ -20,187 +21,205 @@ bool assetload::texture(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name) {
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std::unique_ptr<Texture> texture(
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png::load_texture(paths->find(filename).string())
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std::unique_ptr<Texture> texture(
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png::load_texture(paths->find(filename).u8string())
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);
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if (texture == nullptr) {
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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}
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assets->store(texture.release(), name);
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return true;
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if (texture == nullptr) {
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std::cerr << "failed to load texture '" << name << "'" << std::endl;
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return false;
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}
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assets->store(texture.release(), name);
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return true;
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}
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bool assetload::shader(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name) {
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fs::path vertexFile = paths->find(filename+".glslv");
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fs::path fragmentFile = paths->find(filename+".glslf");
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fs::path vertexFile = paths->find(filename+".glslv");
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fs::path fragmentFile = paths->find(filename+".glslf");
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std::string vertexSource = files::read_string(vertexFile);
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std::string fragmentSource = files::read_string(fragmentFile);
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std::string vertexSource = files::read_string(vertexFile);
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std::string fragmentSource = files::read_string(fragmentFile);
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Shader* shader = Shader::loadShader(
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vertexFile.string(),
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fragmentFile.string(),
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vertexSource, fragmentSource);
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Shader* shader = Shader::loadShader(
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vertexFile.string(),
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fragmentFile.string(),
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vertexSource, fragmentSource);
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if (shader == nullptr) {
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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return false;
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}
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assets->store(shader, name);
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return true;
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if (shader == nullptr) {
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std::cerr << "failed to load shader '" << name << "'" << std::endl;
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return false;
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}
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assets->store(shader, name);
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return true;
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}
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static bool appendAtlas(AtlasBuilder& atlas, const fs::path& file) {
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// png is only supported format
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if (file.extension() != ".png")
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return false;
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std::string name = file.stem().string();
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// skip duplicates
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if (atlas.has(name)) {
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return false;
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}
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std::unique_ptr<ImageData> image(png::load_image(file.string()));
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if (image == nullptr) {
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std::cerr << "could not to load " << file.string() << std::endl;
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return false;
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}
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image->fixAlphaColor();
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atlas.add(name, image.release());
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// png is only supported format
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if (file.extension() != ".png")
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return false;
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std::string name = file.stem().string();
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// skip duplicates
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if (atlas.has(name)) {
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return false;
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}
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std::unique_ptr<ImageData> image(png::load_image(file.string()));
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if (image == nullptr) {
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std::cerr << "could not to load " << file.string() << std::endl;
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return false;
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}
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image->fixAlphaColor();
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atlas.add(name, image.release());
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return true;
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return true;
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}
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bool assetload::atlas(Assets* assets,
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const ResPaths* paths,
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const std::string directory,
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const std::string name) {
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AtlasBuilder builder;
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for (const auto& file : paths->listdir(directory)) {
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if (!appendAtlas(builder, file)) continue;
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}
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Atlas* atlas = builder.build(2);
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assets->store(atlas, name);
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for (const auto& file : builder.getNames()) {
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assetload::animation(assets, paths, "textures", file, atlas);
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}
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return true;
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AtlasBuilder builder;
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for (const auto& file : paths->listdir(directory)) {
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if (!appendAtlas(builder, file)) continue;
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}
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Atlas* atlas = builder.build(2);
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assets->store(atlas, name);
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for (const auto& file : builder.getNames()) {
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assetload::animation(assets, paths, "textures", file, atlas);
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}
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return true;
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}
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bool assetload::font(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name) {
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std::vector<std::unique_ptr<Texture>> pages;
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for (size_t i = 0; i <= 4; i++) {
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std::vector<std::unique_ptr<Texture>> pages;
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for (size_t i = 0; i <= 4; i++) {
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std::string name = filename + "_" + std::to_string(i) + ".png";
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name = paths->find(name).string();
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std::unique_ptr<Texture> texture (png::load_texture(name));
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if (texture == nullptr) {
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std::cerr << "failed to load bitmap font '" << name;
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std::unique_ptr<Texture> texture (png::load_texture(name));
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if (texture == nullptr) {
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std::cerr << "failed to load bitmap font '" << name;
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std::cerr << "' (missing page " << std::to_string(i) << ")";
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std::cerr << std::endl;
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return false;
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}
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pages.push_back(std::move(texture));
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}
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return false;
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}
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pages.push_back(std::move(texture));
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}
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int res = pages[0]->height / 16;
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assets->store(new Font(std::move(pages), res, 4), name);
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return true;
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assets->store(new Font(std::move(pages), res, 4), name);
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return true;
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}
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bool assetload::animation(Assets* assets,
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const ResPaths* paths,
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const std::string directory,
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const std::string name,
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Atlas* dstAtlas) {
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std::string animsDir = directory + "/animations";
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std::string blocksDir = directory + "/blocks";
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const ResPaths* paths,
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const std::string directory,
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const std::string name,
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Atlas* dstAtlas) {
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std::string animsDir = directory + "/animations";
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std::string blocksDir = directory + "/blocks";
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for (const auto& folder : paths->listdir(animsDir)) {
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if (!fs::is_directory(folder)) continue;
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if (folder.filename().string() != name) continue;
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if (fs::is_empty(folder)) continue;
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AtlasBuilder builder;
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for (const auto& folder : paths->listdir(animsDir)) {
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if (!fs::is_directory(folder)) continue;
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if (folder.filename().string() != name) continue;
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if (fs::is_empty(folder)) continue;
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AtlasBuilder builder;
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appendAtlas(builder, paths->find(blocksDir + "/" + name + ".png"));
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std::string animFile = folder.string() + "/animation.json";
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std::string animFile = folder.string() + "/animation.json";
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std::vector<std::pair<std::string, float>> frameList;
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std::vector<std::pair<std::string, float>> frameList;
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if (fs::exists(animFile)) {
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auto root = files::read_json(animFile);
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if (fs::exists(animFile)) {
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auto root = files::read_json(animFile);
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auto frameArr = root->list("frames");
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auto frameArr = root->list("frames");
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float frameDuration = DEFAULT_FRAME_DURATION;
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std::string frameName;
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float frameDuration = DEFAULT_FRAME_DURATION;
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std::string frameName;
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if (frameArr) {
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for (size_t i = 0; i < frameArr->size(); i++) {
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auto currentFrame = frameArr->list(i);
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if (frameArr) {
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for (size_t i = 0; i < frameArr->size(); i++) {
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auto currentFrame = frameArr->list(i);
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frameName = currentFrame->str(0);
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if (currentFrame->size() > 1) frameDuration = static_cast<float>(currentFrame->integer(1)) / 1000;
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frameName = currentFrame->str(0);
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if (currentFrame->size() > 1)
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frameDuration = static_cast<float>(currentFrame->integer(1)) / 1000;
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frameList.emplace_back(frameName, frameDuration);
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}
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}
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}
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for (const auto& file : paths->listdir(animsDir + "/" + name)) {
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if (!frameList.empty()) {
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bool contains = false;
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for (const auto& elem : frameList) {
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if (file.stem() == elem.first) {
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contains = true;
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break;
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}
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}
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if (!contains) continue;
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}
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if (!appendAtlas(builder, file)) continue;
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}
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frameList.emplace_back(frameName, frameDuration);
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}
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}
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}
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for (const auto& file : paths->listdir(animsDir + "/" + name)) {
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if (!frameList.empty()) {
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bool contains = false;
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for (const auto& elem : frameList) {
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if (file.stem() == elem.first) {
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contains = true;
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break;
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}
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}
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if (!contains) continue;
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}
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if (!appendAtlas(builder, file)) continue;
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}
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std::unique_ptr<Atlas> srcAtlas (builder.build(2));
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std::unique_ptr<Atlas> srcAtlas (builder.build(2));
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Texture* srcTex = srcAtlas->getTexture();
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Texture* dstTex = dstAtlas->getTexture();
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Texture* srcTex = srcAtlas->getTexture();
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Texture* dstTex = dstAtlas->getTexture();
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TextureAnimation animation(srcTex, dstTex);
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Frame frame;
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UVRegion region = dstAtlas->get(name);
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TextureAnimation animation(srcTex, dstTex);
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Frame frame;
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UVRegion region = dstAtlas->get(name);
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frame.dstPos = glm::ivec2(region.u1 * dstTex->width, region.v1 * dstTex->height);
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frame.size = glm::ivec2(region.u2 * dstTex->width, region.v2 * dstTex->height) - frame.dstPos;
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frame.dstPos = glm::ivec2(region.u1 * dstTex->width, region.v1 * dstTex->height);
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frame.size = glm::ivec2(region.u2 * dstTex->width, region.v2 * dstTex->height) - frame.dstPos;
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if (frameList.empty()) {
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for (const auto& elem : builder.getNames()) {
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region = srcAtlas->get(elem);
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frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
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animation.addFrame(frame);
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}
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}
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else {
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for (const auto& elem : frameList) {
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if (!srcAtlas->has(elem.first)) {
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std::cerr << "Unknown frame name: " << elem.first << std::endl;
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continue;
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}
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region = srcAtlas->get(elem.first);
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frame.duration = elem.second;
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frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
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animation.addFrame(frame);
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}
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}
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if (frameList.empty()) {
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for (const auto& elem : builder.getNames()) {
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region = srcAtlas->get(elem);
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frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
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animation.addFrame(frame);
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}
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}
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else {
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for (const auto& elem : frameList) {
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if (!srcAtlas->has(elem.first)) {
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std::cerr << "Unknown frame name: " << elem.first << std::endl;
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continue;
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}
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region = srcAtlas->get(elem.first);
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frame.duration = elem.second;
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frame.srcPos = glm::ivec2(region.u1 * srcTex->width, srcTex->height - region.v2 * srcTex->height);
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animation.addFrame(frame);
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}
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}
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assets->store(srcAtlas.release(), name + "_animation");
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assets->store(animation);
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assets->store(srcAtlas.release(), name + "_animation");
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assets->store(animation);
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return true;
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}
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return true;
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return true;
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}
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return true;
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}
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bool assetload::layout(
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Assets* assets,
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const ResPaths* paths,
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const std::string file,
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const std::string name
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) {
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try {
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auto document = UiDocument::read(name, file);
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assets->store(document.release(), name);
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return true;
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} catch (const parsing_error& err) {
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std::cerr << "failed to parse layout XML '" << file << "'" << std::endl;
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std::cerr << err.errorLog() << std::endl;
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return false;
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}
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}
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@ -8,27 +8,43 @@ class Assets;
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class Atlas;
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namespace assetload {
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bool texture(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name);
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bool shader(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name);
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bool atlas(Assets* assets,
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const ResPaths* paths,
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const std::string directory,
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const std::string name);
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bool font(Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name);
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bool animation(Assets* assets,
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const ResPaths* paths,
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const std::string directory,
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const std::string name,
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Atlas* dstAtlas);
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bool texture(
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Assets* assets,
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const ResPaths* paths,
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const std::string filename,
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const std::string name
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);
|
||||
bool shader(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string filename,
|
||||
const std::string name
|
||||
);
|
||||
bool atlas(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string directory,
|
||||
const std::string name
|
||||
);
|
||||
bool font(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string filename,
|
||||
const std::string name
|
||||
);
|
||||
bool animation(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string directory,
|
||||
const std::string name,
|
||||
Atlas* dstAtlas
|
||||
);
|
||||
bool layout(
|
||||
Assets* assets,
|
||||
const ResPaths* paths,
|
||||
const std::string file,
|
||||
const std::string name
|
||||
);
|
||||
}
|
||||
|
||||
#endif // ASSETS_ASSET_LOADERS_H_
|
||||
@ -36,5 +36,6 @@ constexpr uint vox_index(uint x, uint y, uint z, uint w=CHUNK_W, uint d=CHUNK_D)
|
||||
#define SHADERS_FOLDER "shaders"
|
||||
#define TEXTURES_FOLDER "textures"
|
||||
#define FONTS_FOLDER "fonts"
|
||||
#define LAYOUTS_FOLDER "layouts"
|
||||
|
||||
#endif // SRC_CONSTANTS_H_
|
||||
|
||||
@ -67,6 +67,10 @@ public:
|
||||
inline const std::string& getId() {
|
||||
return info.id;
|
||||
}
|
||||
|
||||
inline const ContentPack& getInfo() const {
|
||||
return info;
|
||||
}
|
||||
};
|
||||
|
||||
#endif // CONTENT_CONTENT_PACK_H_
|
||||
|
||||
@ -196,7 +196,6 @@ void Engine::loadContent() {
|
||||
void Engine::loadWorldContent(const fs::path& folder) {
|
||||
contentPacks.clear();
|
||||
auto packNames = ContentPack::worldPacksList(folder);
|
||||
std::cout << folder << " " << packNames.size() << std::endl;
|
||||
ContentPack::readPacks(paths, contentPacks, packNames, folder);
|
||||
loadContent();
|
||||
}
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
|
||||
#include "../assets/Assets.h"
|
||||
#include "../content/Content.h"
|
||||
#include "../content/ContentPack.h"
|
||||
#include "../graphics/Atlas.h"
|
||||
#include "../voxels/Block.h"
|
||||
#include "../core_defs.h"
|
||||
@ -37,3 +38,15 @@ ContentGfxCache::ContentGfxCache(const Content* content, Assets* assets) : conte
|
||||
|
||||
ContentGfxCache::~ContentGfxCache() {
|
||||
}
|
||||
|
||||
std::shared_ptr<UiDocument> ContentGfxCache::getLayout(const std::string& id) {
|
||||
auto found = layouts.find(id);
|
||||
if (found == layouts.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
return found->second;
|
||||
}
|
||||
|
||||
const Content* ContentGfxCache::getContent() const {
|
||||
return content;
|
||||
}
|
||||
|
||||
@ -28,6 +28,8 @@ public:
|
||||
}
|
||||
|
||||
std::shared_ptr<UiDocument> getLayout(const std::string& id);
|
||||
|
||||
const Content* getContent() const;
|
||||
};
|
||||
|
||||
#endif // FRONTEND_BLOCKS_GFX_CACHE_H_
|
||||
|
||||
@ -39,11 +39,8 @@ SlotLayout::SlotLayout(
|
||||
shareFunc(shareFunc),
|
||||
rightClick(rightClick) {}
|
||||
|
||||
InventoryBuilder::InventoryBuilder(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction
|
||||
) {
|
||||
view = std::make_shared<InventoryView>(frontend, interaction);
|
||||
InventoryBuilder::InventoryBuilder() {
|
||||
view = std::make_shared<InventoryView>();
|
||||
}
|
||||
|
||||
void InventoryBuilder::addGrid(
|
||||
@ -101,13 +98,8 @@ std::shared_ptr<InventoryView> InventoryBuilder::build() {
|
||||
}
|
||||
|
||||
SlotView::SlotView(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction,
|
||||
SlotLayout layout
|
||||
) : UINode(glm::vec2(), glm::vec2(InventoryView::SLOT_SIZE)),
|
||||
frontend(frontend),
|
||||
interaction(interaction),
|
||||
content(frontend->getLevel()->content),
|
||||
) : UINode(glm::vec2(), glm::vec2(InventoryView::SLOT_SIZE)),
|
||||
layout(layout)
|
||||
{
|
||||
setColor(glm::vec4(0, 0, 0, 0.2f));
|
||||
@ -206,7 +198,7 @@ void SlotView::clicked(gui::GUI* gui, int button) {
|
||||
if (bound == nullptr)
|
||||
throw std::runtime_error("unbound slot");
|
||||
|
||||
ItemStack& grabbed = interaction.getGrabbedItem();
|
||||
ItemStack& grabbed = interaction->getGrabbedItem();
|
||||
ItemStack& stack = *bound;
|
||||
|
||||
if (button == mousecode::BUTTON_1) {
|
||||
@ -260,23 +252,21 @@ void SlotView::focus(gui::GUI* gui) {
|
||||
clicked(gui, 0);
|
||||
}
|
||||
|
||||
void SlotView::bind(ItemStack& stack) {
|
||||
void SlotView::bind(
|
||||
ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction
|
||||
) {
|
||||
bound = &stack;
|
||||
content = frontend->getLevel()->content;
|
||||
this->frontend = frontend;
|
||||
}
|
||||
|
||||
const SlotLayout& SlotView::getLayout() const {
|
||||
return layout;
|
||||
}
|
||||
|
||||
InventoryView::InventoryView(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction
|
||||
) : Container(glm::vec2(), glm::vec2()),
|
||||
frontend(frontend),
|
||||
interaction(interaction)
|
||||
{
|
||||
content = frontend->getLevel()->content;
|
||||
indices = content->getIndices();
|
||||
InventoryView::InventoryView() : Container(glm::vec2(), glm::vec2()) {
|
||||
setColor(glm::vec4(0, 0, 0, 0.0f));
|
||||
}
|
||||
|
||||
@ -297,9 +287,7 @@ std::shared_ptr<SlotView> InventoryView::addSlot(SlotLayout layout) {
|
||||
}
|
||||
setSize(vsize);
|
||||
|
||||
auto slot = std::make_shared<SlotView>(
|
||||
frontend, interaction, layout
|
||||
);
|
||||
auto slot = std::make_shared<SlotView>(layout);
|
||||
if (!layout.background) {
|
||||
slot->setColor(glm::vec4());
|
||||
}
|
||||
@ -307,10 +295,21 @@ std::shared_ptr<SlotView> InventoryView::addSlot(SlotLayout layout) {
|
||||
return slot;
|
||||
}
|
||||
|
||||
void InventoryView::bind(std::shared_ptr<Inventory> inventory) {
|
||||
void InventoryView::bind(
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction
|
||||
) {
|
||||
this->frontend = frontend;
|
||||
this->interaction = interaction;
|
||||
this->inventory = inventory;
|
||||
content = frontend->getLevel()->content;
|
||||
indices = content->getIndices();
|
||||
for (auto slot : slots) {
|
||||
slot->bind(inventory->getSlot(slot->getLayout().index));
|
||||
slot->bind(
|
||||
inventory->getSlot(slot->getLayout().index),
|
||||
frontend, interaction
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@ -340,90 +339,98 @@ void InventoryView::setInventory(std::shared_ptr<Inventory> inventory) {
|
||||
#include "../coders/xml.h"
|
||||
#include "gui/gui_xml.h"
|
||||
|
||||
static void readSlot(InventoryView* view, gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
int index = element->attr("index", "0").asInt();
|
||||
bool itemSource = element->attr("item-source", "false").asBool();
|
||||
SlotLayout layout(index, glm::vec2(), true, itemSource, nullptr, nullptr);
|
||||
if (element->has("coord")) {
|
||||
layout.position = element->attr("coord").asVec2();
|
||||
}
|
||||
auto slot = view->addSlot(layout);
|
||||
reader.readUINode(reader, element, *slot);
|
||||
view->add(slot);
|
||||
}
|
||||
|
||||
static void readSlotsGrid(InventoryView* view, gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
int startIndex = element->attr("start-index", "0").asInt();
|
||||
int rows = element->attr("rows", "0").asInt();
|
||||
int cols = element->attr("cols", "0").asInt();
|
||||
int count = element->attr("count", "0").asInt();
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
int interval = element->attr("interval", "-1").asInt();
|
||||
if (interval < 0) {
|
||||
interval = InventoryView::SLOT_INTERVAL;
|
||||
}
|
||||
int padding = element->attr("padding", "-1").asInt();
|
||||
if (padding < 0) {
|
||||
padding = interval;
|
||||
}
|
||||
if (rows == 0) {
|
||||
rows = ceildiv(count, cols);
|
||||
} else if (cols == 0) {
|
||||
cols = ceildiv(count, rows);
|
||||
} else if (count == 0) {
|
||||
count = rows * cols;
|
||||
}
|
||||
bool itemSource = element->attr("item-source", "false").asBool();
|
||||
SlotLayout layout(-1, glm::vec2(), true, itemSource, nullptr, nullptr);
|
||||
if (element->has("coord")) {
|
||||
layout.position = element->attr("coord").asVec2();
|
||||
}
|
||||
layout.padding = padding;
|
||||
|
||||
glm::vec2 size (
|
||||
cols * slotSize + (cols - 1) * interval + padding * 2,
|
||||
rows * slotSize + (rows - 1) * interval + padding * 2
|
||||
);
|
||||
int idx = 0;
|
||||
for (int row = 0; row < rows; row++) {
|
||||
for (int col = 0; col < cols; col++, idx++) {
|
||||
if (idx >= count) {
|
||||
return;
|
||||
}
|
||||
SlotLayout slotLayout = layout;
|
||||
slotLayout.index = startIndex + idx;
|
||||
slotLayout.position = glm::vec2(
|
||||
padding + col * (slotSize + interval),
|
||||
padding + row * (slotSize + interval)
|
||||
);
|
||||
auto slot = view->addSlot(slotLayout);
|
||||
view->add(slot, slotLayout.position);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> InventoryView::readXML(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction,
|
||||
const std::string& src,
|
||||
const std::string& file,
|
||||
const scripting::Environment& env
|
||||
) {
|
||||
auto view = std::make_shared<InventoryView>(frontend, interaction);
|
||||
auto view = std::make_shared<InventoryView>();
|
||||
|
||||
gui::UiXmlReader reader(env);
|
||||
reader.add("inventory", [=](gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
reader.readUINode(reader, element, *view);
|
||||
return view;
|
||||
});
|
||||
|
||||
reader.add("slot", [=](gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
int index = element->attr("index", "0").asInt();
|
||||
bool itemSource = element->attr("item-source", "false").asBool();
|
||||
SlotLayout layout(index, glm::vec2(), true, itemSource, nullptr, nullptr);
|
||||
if (element->has("coord")) {
|
||||
layout.position = element->attr("coord").asVec2();
|
||||
}
|
||||
auto slot = view->addSlot(layout);
|
||||
reader.readUINode(reader, element, *slot);
|
||||
return slot;
|
||||
});
|
||||
|
||||
reader.add("slots-grid", [=](gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
int startIndex = element->attr("start-index", "0").asInt();
|
||||
int rows = element->attr("rows", "0").asInt();
|
||||
int cols = element->attr("cols", "0").asInt();
|
||||
int count = element->attr("count", "0").asInt();
|
||||
const int slotSize = InventoryView::SLOT_SIZE;
|
||||
int interval = element->attr("interval", "-1").asInt();
|
||||
if (interval < 0) {
|
||||
interval = InventoryView::SLOT_INTERVAL;
|
||||
}
|
||||
int padding = element->attr("padding", "-1").asInt();
|
||||
if (padding < 0) {
|
||||
padding = interval;
|
||||
}
|
||||
if (rows == 0) {
|
||||
rows = ceildiv(count, cols);
|
||||
} else if (cols == 0) {
|
||||
cols = ceildiv(count, rows);
|
||||
} else if (count == 0) {
|
||||
count = rows * cols;
|
||||
}
|
||||
bool itemSource = element->attr("item-source", "false").asBool();
|
||||
SlotLayout layout(-1, glm::vec2(), true, itemSource, nullptr, nullptr);
|
||||
if (element->has("coord")) {
|
||||
layout.position = element->attr("coord").asVec2();
|
||||
}
|
||||
layout.padding = padding;
|
||||
|
||||
glm::vec2 size (
|
||||
cols * slotSize + (cols - 1) * interval + padding * 2,
|
||||
rows * slotSize + (rows - 1) * interval + padding * 2
|
||||
);
|
||||
auto container = std::make_shared<Container>(layout.position, size);
|
||||
int idx = 0;
|
||||
for (int row = 0; row < rows; row++) {
|
||||
for (int col = 0; col < cols; col++, idx++) {
|
||||
if (idx >= count) {
|
||||
return container;
|
||||
}
|
||||
SlotLayout slotLayout = layout;
|
||||
slotLayout.index = startIndex + idx;
|
||||
slotLayout.position = glm::vec2(
|
||||
padding + col * (slotSize + interval),
|
||||
padding + row * (slotSize + interval)
|
||||
);
|
||||
auto slot = view->addSlot(slotLayout);
|
||||
container->add(slot, slotLayout.position);
|
||||
}
|
||||
}
|
||||
return container;
|
||||
});
|
||||
createReaders(reader);
|
||||
|
||||
auto document = xml::parse(file, src);
|
||||
auto root = document->getRoot();
|
||||
if (root->getTag() != "inventory") {
|
||||
throw std::runtime_error("'inventory' element expected");
|
||||
}
|
||||
reader.readXML(file, root);
|
||||
return view;
|
||||
return std::dynamic_pointer_cast<InventoryView>(reader.readXML(file, root));
|
||||
}
|
||||
|
||||
void InventoryView::createReaders(gui::UiXmlReader& reader) {
|
||||
reader.add("inventory", [=](gui::UiXmlReader& reader, xml::xmlelement element) {
|
||||
auto view = std::make_shared<InventoryView>();
|
||||
reader.readUINode(reader, element, *view, true);
|
||||
|
||||
for (auto& sub : element->getElements()) {
|
||||
if (sub->getTag() == "slot") {
|
||||
readSlot(view.get(), reader, sub);
|
||||
} else if (sub->getTag() == "slots-grid") {
|
||||
readSlotsGrid(view.get(), reader, sub);
|
||||
}
|
||||
}
|
||||
return view;
|
||||
});
|
||||
}
|
||||
|
||||
@ -18,6 +18,10 @@ class ContentIndices;
|
||||
class LevelFrontend;
|
||||
class Inventory;
|
||||
|
||||
namespace gui {
|
||||
class UiXmlReader;
|
||||
}
|
||||
|
||||
namespace scripting {
|
||||
class Environment;
|
||||
}
|
||||
@ -53,17 +57,15 @@ struct SlotLayout {
|
||||
};
|
||||
|
||||
class SlotView : public gui::UINode {
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction& interaction;
|
||||
const Content* const content;
|
||||
LevelFrontend* frontend = nullptr;
|
||||
InventoryInteraction* interaction = nullptr;
|
||||
const Content* content;
|
||||
SlotLayout layout;
|
||||
bool highlighted = false;
|
||||
|
||||
ItemStack* bound = nullptr;
|
||||
public:
|
||||
SlotView(LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction,
|
||||
SlotLayout layout);
|
||||
SlotView(SlotLayout layout);
|
||||
|
||||
virtual void draw(const GfxContext* pctx, Assets* assets) override;
|
||||
|
||||
@ -73,7 +75,11 @@ public:
|
||||
virtual void clicked(gui::GUI*, int) override;
|
||||
virtual void focus(gui::GUI*) override;
|
||||
|
||||
void bind(ItemStack& stack);
|
||||
void bind(
|
||||
ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction
|
||||
);
|
||||
|
||||
const SlotLayout& getLayout() const;
|
||||
};
|
||||
@ -83,13 +89,13 @@ class InventoryView : public gui::Container {
|
||||
const ContentIndices* indices;
|
||||
|
||||
std::shared_ptr<Inventory> inventory;
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction& interaction;
|
||||
LevelFrontend* frontend = nullptr;
|
||||
InventoryInteraction* interaction = nullptr;
|
||||
|
||||
std::vector<SlotView*> slots;
|
||||
glm::vec2 origin {};
|
||||
public:
|
||||
InventoryView(LevelFrontend* frontend, InventoryInteraction& interaction);
|
||||
InventoryView();
|
||||
virtual ~InventoryView();
|
||||
|
||||
void setInventory(std::shared_ptr<Inventory> inventory);
|
||||
@ -101,18 +107,22 @@ public:
|
||||
|
||||
void setSelected(int index);
|
||||
|
||||
void bind(std::shared_ptr<Inventory> inventory);
|
||||
void bind(
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction
|
||||
);
|
||||
|
||||
std::shared_ptr<SlotView> addSlot(SlotLayout layout);
|
||||
|
||||
static std::shared_ptr<InventoryView> readXML(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction,
|
||||
const std::string& src,
|
||||
const std::string& file,
|
||||
const scripting::Environment& env
|
||||
);
|
||||
|
||||
static void createReaders(gui::UiXmlReader& reader);
|
||||
|
||||
static const int SLOT_INTERVAL = 4;
|
||||
static const int SLOT_SIZE = ITEM_ICON_SIZE;
|
||||
};
|
||||
@ -120,7 +130,7 @@ public:
|
||||
class InventoryBuilder {
|
||||
std::shared_ptr<InventoryView> view;
|
||||
public:
|
||||
InventoryBuilder(LevelFrontend* frontend, InventoryInteraction& interaction);
|
||||
InventoryBuilder();
|
||||
|
||||
void addGrid(
|
||||
int cols, int count,
|
||||
|
||||
@ -24,5 +24,4 @@ public:
|
||||
Atlas* getBlocksAtlas() const;
|
||||
};
|
||||
|
||||
|
||||
#endif // FRONTEND_LEVEL_FRONTEND_H_
|
||||
|
||||
@ -5,6 +5,7 @@
|
||||
#include "InventoryView.h"
|
||||
#include "../logic/scripting/scripting.h"
|
||||
#include "../files/files.h"
|
||||
#include "../frontend/gui/gui_xml.h"
|
||||
|
||||
UiDocument::UiDocument(
|
||||
std::string namesp,
|
||||
@ -27,16 +28,14 @@ void UiDocument::collect(uinodes_map& map, std::shared_ptr<gui::UINode> node) {
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<UiDocument> UiDocument::readInventory(
|
||||
std::string namesp,
|
||||
fs::path file,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction
|
||||
) {
|
||||
std::unique_ptr<UiDocument> UiDocument::read(std::string namesp, fs::path file) {
|
||||
const std::string text = files::read_string(file);
|
||||
auto xmldoc = xml::parse(file.u8string(), text);
|
||||
auto env = scripting::create_environment();
|
||||
auto view = InventoryView::readXML(
|
||||
frontend, interaction, text, file.u8string(), *env
|
||||
gui::UiXmlReader reader(*env);
|
||||
InventoryView::createReaders(reader);
|
||||
auto view = reader.readXML(
|
||||
file.u8string(), xmldoc->getRoot()
|
||||
);
|
||||
uidocscript script {};
|
||||
auto scriptFile = fs::path(file.u8string()+".lua");
|
||||
|
||||
@ -12,9 +12,6 @@ namespace gui {
|
||||
class UINode;
|
||||
}
|
||||
|
||||
class InventoryInteraction;
|
||||
class LevelFrontend;
|
||||
|
||||
struct uidocscript {
|
||||
int environment;
|
||||
bool onopen : 1;
|
||||
@ -37,13 +34,7 @@ public:
|
||||
/* Collect map of all uinodes having identifiers */
|
||||
static void collect(uinodes_map& map, std::shared_ptr<gui::UINode> node);
|
||||
|
||||
/* @return root node is always an InventoryView */
|
||||
static std::unique_ptr<UiDocument> readInventory (
|
||||
std::string namesp,
|
||||
fs::path file,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction
|
||||
);
|
||||
static std::unique_ptr<UiDocument> read (std::string namesp, fs::path file);
|
||||
};
|
||||
|
||||
#endif // FRONTEND_UI_DOCUMENT_H_
|
||||
|
||||
@ -41,7 +41,7 @@ static void _readUINode(xml::xmlelement element, UINode& node) {
|
||||
}
|
||||
|
||||
|
||||
static void _readContainer(UiXmlReader& reader, xml::xmlelement element, Container& container) {
|
||||
static void _readContainer(UiXmlReader& reader, xml::xmlelement element, Container& container, bool ignoreUnknown) {
|
||||
_readUINode(element, container);
|
||||
|
||||
if (element->has("scrollable")) {
|
||||
@ -50,12 +50,15 @@ static void _readContainer(UiXmlReader& reader, xml::xmlelement element, Contain
|
||||
for (auto& sub : element->getElements()) {
|
||||
if (sub->isText())
|
||||
continue;
|
||||
if (ignoreUnknown && !reader.hasReader(sub->getTag())) {
|
||||
continue;
|
||||
}
|
||||
container.add(reader.readUINode(sub));
|
||||
}
|
||||
}
|
||||
|
||||
void UiXmlReader::readUINode(UiXmlReader& reader, xml::xmlelement element, Container& container) {
|
||||
_readContainer(reader, element, container);
|
||||
void UiXmlReader::readUINode(UiXmlReader& reader, xml::xmlelement element, Container& container, bool ignoreUnknown) {
|
||||
_readContainer(reader, element, container, ignoreUnknown);
|
||||
}
|
||||
|
||||
void UiXmlReader::readUINode(UiXmlReader& reader, xml::xmlelement element, UINode& node) {
|
||||
@ -104,7 +107,7 @@ static std::shared_ptr<UINode> readLabel(UiXmlReader& reader, xml::xmlelement el
|
||||
|
||||
static std::shared_ptr<UINode> readContainer(UiXmlReader& reader, xml::xmlelement element) {
|
||||
auto container = std::make_shared<Container>(glm::vec2(), glm::vec2());
|
||||
_readContainer(reader, element, *container);
|
||||
_readContainer(reader, element, *container, false);
|
||||
return container;
|
||||
}
|
||||
|
||||
@ -153,6 +156,10 @@ void UiXmlReader::add(const std::string& tag, uinode_reader reader) {
|
||||
readers[tag] = reader;
|
||||
}
|
||||
|
||||
bool UiXmlReader::hasReader(const std::string& tag) const {
|
||||
return readers.find(tag) != readers.end();
|
||||
}
|
||||
|
||||
std::shared_ptr<UINode> UiXmlReader::readUINode(xml::xmlelement element) {
|
||||
const std::string& tag = element->getTag();
|
||||
|
||||
|
||||
@ -24,6 +24,7 @@ namespace gui {
|
||||
UiXmlReader(const scripting::Environment& env);
|
||||
|
||||
void add(const std::string& tag, uinode_reader reader);
|
||||
bool hasReader(const std::string& tag) const;
|
||||
|
||||
std::shared_ptr<UINode> readUINode(xml::xmlelement element);
|
||||
|
||||
@ -36,7 +37,8 @@ namespace gui {
|
||||
void readUINode(
|
||||
UiXmlReader& reader,
|
||||
xml::xmlelement element,
|
||||
Container& container
|
||||
Container& container,
|
||||
bool ignoreUnknown=false
|
||||
);
|
||||
|
||||
std::shared_ptr<UINode> readXML(
|
||||
|
||||
@ -189,10 +189,10 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
inventory->getSlot(player->getChosenSlot()).set(item);
|
||||
});
|
||||
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
InventoryBuilder builder;
|
||||
builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
|
||||
auto view = builder.build();
|
||||
view->bind(accessInventory);
|
||||
view->bind(accessInventory, frontend, interaction.get());
|
||||
return view;
|
||||
}
|
||||
|
||||
@ -202,12 +202,12 @@ std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
|
||||
auto inventory = player->getInventory();
|
||||
|
||||
SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr);
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
InventoryBuilder builder;
|
||||
builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
|
||||
auto view = builder.build();
|
||||
|
||||
view->setOrigin(glm::vec2(view->getSize().x/2, 0));
|
||||
view->bind(inventory);
|
||||
view->bind(inventory, frontend, interaction.get());
|
||||
view->setInteractive(false);
|
||||
return view;
|
||||
}
|
||||
@ -221,10 +221,10 @@ std::shared_ptr<InventoryView> HudRenderer::createInventory() {
|
||||
stack.clear();
|
||||
}, nullptr);
|
||||
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
InventoryBuilder builder;
|
||||
builder.addGrid(10, inventory->size(), glm::vec2(), 4, true, slotLayout);
|
||||
auto view = builder.build();
|
||||
view->bind(inventory);
|
||||
view->bind(inventory, frontend, interaction.get());
|
||||
return view;
|
||||
}
|
||||
|
||||
@ -237,11 +237,13 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
|
||||
interaction = std::make_unique<InventoryInteraction>();
|
||||
grabbedItemView = std::make_shared<SlotView>(
|
||||
frontend,
|
||||
*interaction,
|
||||
SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr)
|
||||
);
|
||||
grabbedItemView->bind(interaction->getGrabbedItem());
|
||||
grabbedItemView->bind(
|
||||
interaction->getGrabbedItem(),
|
||||
frontend,
|
||||
interaction.get()
|
||||
);
|
||||
grabbedItemView->setColor(glm::vec4());
|
||||
grabbedItemView->setInteractive(false);
|
||||
|
||||
|
||||
@ -82,7 +82,7 @@ public:
|
||||
std::vector<glm::vec3> modelExtraPoints = {}; //initially made for tetragons
|
||||
std::vector<UVRegion> modelUVs = {}; // boxes' tex-UVs also there
|
||||
uint8_t emission[4] {0, 0, 0, 0};
|
||||
ubyte drawGroup = 0;
|
||||
uint8_t drawGroup = 0;
|
||||
BlockModel model = BlockModel::block;
|
||||
bool lightPassing = false;
|
||||
bool skyLightPassing = false;
|
||||
|
||||
@ -335,4 +335,4 @@ bool Window::tryToMaximize(GLFWwindow* window, GLFWmonitor* monitor) {
|
||||
glfwSetWindowPos(window, workArea.x + (workArea.z - Window::width) / 2,
|
||||
workArea.y + (workArea.w - Window::height) / 2 + windowFrame.y / 2);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user