Merge branch 'main' of https://github.com/MihailRis/VoxelEngine-Cpp
This commit is contained in:
commit
6ccd751e17
104
src/frontend/InventoryView.cpp
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104
src/frontend/InventoryView.cpp
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@ -0,0 +1,104 @@
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#include "InventoryView.h"
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#include <glm/glm.hpp>
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#include "BlocksPreview.h"
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#include "../window/Events.h"
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#include "../assets/Assets.h"
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#include "../graphics/Shader.h"
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#include "../graphics/Batch2D.h"
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#include "../graphics/GfxContext.h"
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#include "../content/Content.h"
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#include "../maths/voxmaths.h"
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#include "../objects/Player.h"
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#include "../voxels/Block.h"
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InventoryView::InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks)
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: player(player),
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assets(assets),
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indices(indices),
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cache(cache),
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blocks(blocks),
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invColumns(columns) {
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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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}
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void InventoryView::setPosition(int x, int y) {
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this->invX = x;
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this->invY = y;
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}
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int InventoryView::getWidth() const {
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return invColumns * iconSize + (invColumns-1) * interval + padX * 2;
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}
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int InventoryView::getHeight() const {
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uint inv_rows = ceildiv(blocks.size(), invColumns);
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return inv_rows * iconSize + (inv_rows-1) * interval + padY * 2;
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}
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void InventoryView::actAndDraw(const GfxContext* ctx) {
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Shader* uiShader = assets->getShader("ui");
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auto viewport = ctx->getViewport();
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uint inv_w = getWidth();
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uint inv_h = getHeight();
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int xs = invX + padX;
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int ys = invY + padY;
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glm::vec4 tint (1.0f);
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int mx = Events::cursor.x;
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int my = Events::cursor.y;
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// background
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auto batch = ctx->getBatch2D();
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batch->texture(nullptr);
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batch->color = glm::vec4(0.0f, 0.0f, 0.0f, 0.5f);
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batch->rect(invX, invY, inv_w, inv_h);
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batch->render();
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// blocks & items
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if (Events::scroll) {
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inventoryScroll -= Events::scroll * (iconSize+interval);
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}
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inventoryScroll = std::min(inventoryScroll, int(inv_h-viewport.getHeight()));
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inventoryScroll = std::max(inventoryScroll, 0);
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blocksPreview->begin(&ctx->getViewport());
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{
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Window::clearDepth();
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GfxContext subctx = ctx->sub();
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subctx.depthTest(true);
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subctx.cullFace(true);
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uint index = 0;
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for (uint i = 0; i < blocks.size(); i++) {
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Block* cblock = indices->getBlockDef(blocks[i]);
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int x = xs + (iconSize+interval) * (index % invColumns);
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int y = ys + (iconSize+interval) * (index / invColumns) - inventoryScroll;
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if (y < -int(iconSize+interval) || y >= int(viewport.getHeight())) {
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index++;
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continue;
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}
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if (mx > x && mx < x + (int)iconSize && my > y && my < y + (int)iconSize) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(mousecode::BUTTON_1)) {
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player->chosenBlock = blocks[i];
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}
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} else {
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tint = glm::vec4(1.0f);
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}
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blocksPreview->draw(cblock, x, y, iconSize, tint);
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index++;
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}
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}
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uiShader->use();
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}
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45
src/frontend/InventoryView.h
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45
src/frontend/InventoryView.h
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@ -0,0 +1,45 @@
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#ifndef FRONTEND_INVENTORY_VIEW_H_
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#define FRONTEND_INVENTORY_VIEW_H_
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#include <vector>
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#include "../typedefs.h"
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class Player;
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class Assets;
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class GfxContext;
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class ContentIndices;
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class BlocksPreview;
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class ContentGfxCache;
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class InventoryView {
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Player* player;
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const Assets* assets;
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const ContentIndices* indices;
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const ContentGfxCache* const cache;
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std::vector<blockid_t> blocks;
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BlocksPreview* blocksPreview;
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int inventoryScroll = 0;
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int invColumns;
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uint iconSize = 48;
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uint interval = 4;
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int padX = interval;
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int padY = interval;
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int invX = 0;
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int invY = 0;
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public:
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InventoryView(
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int columns,
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Player* player,
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const Assets* assets,
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const ContentIndices* indices,
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const ContentGfxCache* cache,
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std::vector<blockid_t> blocks);
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void setPosition(int x, int y);
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void actAndDraw(const GfxContext* ctx);
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int getWidth() const;
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int getHeight() const;
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};
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#endif // FRONTEND_INVENTORY_VIEW_H_
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@ -38,6 +38,7 @@
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#include "screens.h"
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#include "WorldRenderer.h"
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#include "BlocksPreview.h"
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#include "InventoryView.h"
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#include "../engine.h"
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#include "../core_defs.h"
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@ -59,13 +60,28 @@ HudRenderer::HudRenderer(Engine* engine,
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const ContentGfxCache* cache)
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: level(level),
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assets(engine->getAssets()),
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batch(new Batch2D(1024)),
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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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@ -195,7 +211,6 @@ HudRenderer::HudRenderer(Engine* engine,
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HudRenderer::~HudRenderer() {
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gui->remove(debugPanel);
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delete blocksPreview;
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delete batch;
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delete uicamera;
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}
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@ -205,81 +220,6 @@ void HudRenderer::drawDebug(int fps){
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fpsMax = max(fps, fpsMax);
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}
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/* Inventory temporary replaced with blocks access panel */
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void HudRenderer::drawContentAccess(const GfxContext& ctx, Player* player) {
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const Content* content = level->content;
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const ContentIndices* contentIds = content->indices;
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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Shader* uiShader = assets->getShader("ui");
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uint count = contentIds->countBlockDefs();
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uint icon_size = 48;
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uint interval = 4;
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uint inv_cols = 8;
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uint inv_rows = ceildiv(count-1, inv_cols);
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int pad_x = interval;
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int pad_y = interval;
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uint inv_w = inv_cols * icon_size + (inv_cols-1) * interval + pad_x * 2;
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uint inv_h = inv_rows * icon_size + (inv_rows-1) * interval + pad_x * 2;
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int inv_x = (width - (inv_w));
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int inv_y = 0;
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int xs = inv_x + pad_x;
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int ys = inv_y + pad_y;
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vec4 tint = vec4(1.0f);
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int mx = Events::cursor.x;
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int my = Events::cursor.y;
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// background
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batch->texture(nullptr);
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batch->color = vec4(0.0f, 0.0f, 0.0f, 0.5f);
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batch->rect(inv_x, inv_y, inv_w, inv_h);
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batch->render();
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// blocks & items
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if (Events::scroll) {
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inventoryScroll -= Events::scroll * (icon_size+interval);
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}
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inventoryScroll = std::min(inventoryScroll, int(inv_h-viewport.getHeight()));
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inventoryScroll = std::max(inventoryScroll, 0);
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blocksPreview->begin(&ctx.getViewport());
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{
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Window::clearDepth();
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GfxContext subctx = ctx.sub();
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subctx.depthTest(true);
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subctx.cullFace(true);
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uint index = 0;
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for (uint i = 0; i < count-1; i++) {
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Block* cblock = contentIds->getBlockDef(i+1);
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if (cblock == nullptr)
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break;
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if (cblock->hidden)
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continue;
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int x = xs + (icon_size+interval) * (index % inv_cols);
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int y = ys + (icon_size+interval) * (index / inv_cols) - inventoryScroll;
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if (y < 0 || y >= int(viewport.getHeight())) {
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index++;
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continue;
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}
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if (mx > x && mx < x + (int)icon_size && my > y && my < y + (int)icon_size) {
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tint.r *= 1.2f;
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tint.g *= 1.2f;
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tint.b *= 1.2f;
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if (Events::jclicked(mousecode::BUTTON_1)) {
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player->chosenBlock = i+1;
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}
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} else {
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tint = vec4(1.0f);
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}
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blocksPreview->draw(cblock, x, y, icon_size, tint);
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index++;
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}
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}
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uiShader->use();
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}
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void HudRenderer::update() {
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auto menu = gui->getMenu();
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if (pause && menu->current().panel == nullptr) {
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@ -322,6 +262,7 @@ void HudRenderer::draw(const GfxContext& ctx){
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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auto batch = ctx.getBatch2D();
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batch->begin();
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// Chosen block preview
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@ -361,7 +302,8 @@ void HudRenderer::draw(const GfxContext& ctx){
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batch->rect(0, 0, width, height);
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}
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if (inventoryOpen) {
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drawContentAccess(ctx, player);
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contentAccess->setPosition(viewport.getWidth()-contentAccess->getWidth(), 0);
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contentAccess->actAndDraw(&ctx);
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}
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batch->render();
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}
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@ -372,4 +314,4 @@ bool HudRenderer::isInventoryOpen() const {
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bool HudRenderer::isPause() const {
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return pause;
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}
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}
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@ -8,7 +8,6 @@
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#include "../graphics/GfxContext.h"
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class Batch2D;
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class Camera;
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class Level;
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class Block;
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@ -17,8 +16,8 @@ class Player;
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class Level;
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class Engine;
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class ContentGfxCache;
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class WorldRenderer;
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class BlocksPreview;
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class InventoryView;
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namespace gui {
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class GUI;
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@ -28,7 +27,6 @@ namespace gui {
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class HudRenderer {
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Level* level;
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Assets* assets;
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Batch2D* batch;
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Camera* uicamera;
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BlocksPreview* blocksPreview;
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@ -37,9 +35,9 @@ class HudRenderer {
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int fpsMax = 60;
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std::wstring fpsString;
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bool inventoryOpen = false;
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int inventoryScroll = 0;
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bool pause = false;
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std::unique_ptr<InventoryView> contentAccess;
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std::shared_ptr<gui::UINode> debugPanel;
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gui::GUI* gui;
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const ContentGfxCache* const cache;
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@ -50,7 +48,6 @@ public:
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~HudRenderer();
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void update();
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void drawContentAccess(const GfxContext& ctx, Player* player);
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void draw(const GfxContext& context);
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void drawDebug(int fps);
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@ -41,20 +41,24 @@ using glm::vec3;
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using glm::vec4;
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using std::shared_ptr;
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Screen::Screen(Engine* engine) : engine(engine), batch(new Batch2D(1024)) {
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}
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Screen::~Screen() {
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}
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MenuScreen::MenuScreen(Engine* engine_) : Screen(engine_) {
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auto menu = engine->getGUI()->getMenu();
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menus::refresh_menus(engine, menu);
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menu->reset();
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menu->set("main");
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batch = new Batch2D(1024);
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uicamera = new Camera(vec3(), Window::height);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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MenuScreen::~MenuScreen() {
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delete batch;
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delete uicamera;
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}
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@ -155,7 +159,7 @@ void LevelScreen::draw(float delta) {
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Camera* camera = level->player->currentViewCamera;
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Viewport viewport(Window::width, Window::height);
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GfxContext ctx(nullptr, viewport, nullptr);
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GfxContext ctx(nullptr, viewport, batch.get());
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worldRenderer->draw(ctx, camera);
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@ -18,15 +18,15 @@ class LevelController;
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class Screen {
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protected:
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Engine* engine;
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std::unique_ptr<Batch2D> batch;
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public:
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Screen(Engine* engine) : engine(engine) {};
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virtual ~Screen() {};
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Screen(Engine* engine);
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virtual ~Screen();
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virtual void update(float delta) = 0;
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virtual void draw(float delta) = 0;
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};
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class MenuScreen : public Screen {
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Batch2D* batch;
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Camera* uicamera;
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public:
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MenuScreen(Engine* engine);
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@ -42,6 +42,7 @@ class LevelScreen : public Screen {
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WorldRenderer* worldRenderer;
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HudRenderer* hud;
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ContentGfxCache* cache;
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bool hudVisible = true;
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void updateHotkeys();
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public:
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@ -39,27 +39,28 @@ void ChunksStorage::remove(int x, int z) {
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}
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}
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void verifyLoadedChunk(ContentIndices* indices, Chunk* chunk) {
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for (size_t i = 0; i < CHUNK_VOL; i++) {
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blockid_t id = chunk->voxels[i].id;
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if (indices->getBlockDef(id) == nullptr) {
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std::cout << "corruped block detected at " << i << " of chunk ";
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std::cout << chunk->x << "x" << chunk->z;
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std::cout << " -> " << (int)id << std::endl;
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chunk->voxels[i].id = 11;
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}
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}
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}
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std::shared_ptr<Chunk> ChunksStorage::create(int x, int z) {
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World* world = level->world;
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auto chunk = std::shared_ptr<Chunk>(new Chunk(x, z));
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auto chunk = std::make_shared<Chunk>(x, z);
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store(chunk);
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std::unique_ptr<ubyte> data(world->wfile->getChunk(chunk->x, chunk->z));
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std::unique_ptr<ubyte[]> data(world->wfile->getChunk(chunk->x, chunk->z));
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if (data) {
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chunk->decode(data.get());
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chunk->setLoaded(true);
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}
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// Verifying and converting data
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ContentIndices* indices = level->content->indices;
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for (size_t i = 0; i < CHUNK_VOL; i++) {
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blockid_t id = chunk->voxels[i].id;
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if (indices->getBlockDef(id) == nullptr) {
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std::cout << "corruped block detected at " << i << " of chunk ";
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std::cout << chunk->x << "x" << chunk->z;
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std::cout << " -> " << (int)id << std::endl;
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chunk->voxels[i].id = 11;
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}
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verifyLoadedChunk(level->content->indices, chunk.get());
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}
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light_t* lights = world->wfile->getLights(chunk->x, chunk->z);
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