rename hud_element_mode to HudElementMode
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c1e9976d95
commit
41a45fc432
@ -70,7 +70,7 @@ std::shared_ptr<UINode> create_debug_panel(
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);
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HudElement::HudElement(
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hud_element_mode mode,
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HudElementMode mode,
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UiDocument* document,
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std::shared_ptr<UINode> node,
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bool debug
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@ -83,16 +83,16 @@ void HudElement::update(bool pause, bool inventoryOpen, bool debugMode) {
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return;
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}
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switch (mode) {
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case hud_element_mode::permanent:
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case HudElementMode::PERMANENT:
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node->setVisible(true);
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break;
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case hud_element_mode::ingame:
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case HudElementMode::INGAME:
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node->setVisible(!pause && !inventoryOpen);
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break;
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case hud_element_mode::inventory_any:
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case HudElementMode::INVENTORY_ANY:
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node->setVisible(inventoryOpen);
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break;
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case hud_element_mode::inventory_bound:
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case HudElementMode::INVENTORY:
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removed = !inventoryOpen;
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break;
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}
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@ -192,7 +192,7 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
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auto dplotter = std::make_shared<Plotter>(350, 250, 2000, 16);
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dplotter->setGravity(Gravity::bottom_right);
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dplotter->setInteractive(false);
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add(HudElement(hud_element_mode::permanent, nullptr, dplotter, true));
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add(HudElement(HudElementMode::PERMANENT, nullptr, dplotter, true));
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assets.store(Texture::from(debugImgWorldGen.get()), DEBUG_WORLDGEN_IMAGE);
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@ -200,7 +200,7 @@ Hud::Hud(Engine& engine, LevelFrontend& frontend, Player& player)
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"<image src='"+DEBUG_WORLDGEN_IMAGE+
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"' pos='0' size='256' gravity='top-right' margin='0,20,0,0'/>"
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);
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add(HudElement(hud_element_mode::permanent, nullptr, debugMinimap, true));
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add(HudElement(HudElementMode::PERMANENT, nullptr, debugMinimap, true));
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}
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Hud::~Hud() {
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@ -372,8 +372,8 @@ void Hud::openInventory() {
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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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add(HudElement(hud_element_mode::inventory_bound, nullptr, exchangeSlot, false));
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add(HudElement(HudElementMode::INVENTORY, inventoryDocument, inventoryView, false));
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add(HudElement(HudElementMode::INVENTORY, nullptr, exchangeSlot, false));
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}
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std::shared_ptr<Inventory> Hud::openInventory(
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@ -401,7 +401,7 @@ std::shared_ptr<Inventory> Hud::openInventory(
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inv = level.inventories->createVirtual(secondInvView->getSlotsCount());
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}
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secondInvView->bind(inv, &content);
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add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false));
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add(HudElement(HudElementMode::INVENTORY, doc, secondUI, false));
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scripting::on_inventory_open(&player, *inv);
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return inv;
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}
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@ -436,7 +436,7 @@ void Hud::openInventory(
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blockUI->bind(blockinv, &content);
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blockPos = block;
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currentblockid = chunks.require(block.x, block.y, block.z).id;
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add(HudElement(hud_element_mode::inventory_bound, doc, blockUI, false));
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add(HudElement(HudElementMode::INVENTORY, doc, blockUI, false));
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scripting::on_inventory_open(&player, *blockinv);
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}
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@ -468,8 +468,7 @@ void Hud::showOverlay(
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showExchangeSlot();
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inventoryOpen = true;
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}
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add(HudElement(hud_element_mode::inventory_bound, doc, secondUI, false),
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args);
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add(HudElement(HudElementMode::INVENTORY, doc, secondUI, false), args);
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}
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void Hud::openPermanent(UiDocument* doc) {
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@ -480,7 +479,7 @@ void Hud::openPermanent(UiDocument* doc) {
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if (invview) {
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invview->bind(player.getInventory(), &frontend.getLevel().content);
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}
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add(HudElement(hud_element_mode::permanent, doc, doc->getRoot(), false));
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add(HudElement(HudElementMode::PERMANENT, doc, doc->getRoot(), false));
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}
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void Hud::dropExchangeSlot() {
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@ -30,26 +30,26 @@ namespace gui {
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class SlotView;
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}
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enum class hud_element_mode {
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enum class HudElementMode {
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// element is hidden if menu or inventory open
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ingame,
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INGAME,
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// element is visible if hud is visible
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permanent,
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PERMANENT,
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// element is visible in inventory mode
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inventory_any,
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INVENTORY_ANY,
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// element will be removed on inventory close
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inventory_bound
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INVENTORY
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};
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class HudElement {
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hud_element_mode mode;
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HudElementMode mode;
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UiDocument* document;
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std::shared_ptr<gui::UINode> node;
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bool debug;
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bool removed = false;
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public:
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HudElement(hud_element_mode mode, UiDocument* document, std::shared_ptr<gui::UINode> node, bool debug);
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HudElement(HudElementMode mode, UiDocument* document, std::shared_ptr<gui::UINode> node, bool debug);
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void update(bool pause, bool inventoryOpen, bool debug);
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@ -57,7 +57,7 @@ public:
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std::shared_ptr<gui::UINode> getNode() const;
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bool isInventoryBound() const {
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return mode == hud_element_mode::inventory_bound;
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return mode == HudElementMode::INVENTORY;
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}
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void setRemoved() {
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