InventoryView update
This commit is contained in:
parent
52e60c979b
commit
8dbbea7b6d
@ -19,65 +19,34 @@
|
||||
#include "../maths/voxmaths.h"
|
||||
#include "../objects/Player.h"
|
||||
#include "../voxels/Block.h"
|
||||
#include "../frontend/gui/panels.h"
|
||||
#include "../frontend/gui/controls.h"
|
||||
#include "../util/stringutil.h"
|
||||
|
||||
InventoryLayout::InventoryLayout(glm::vec2 size) : size(size) {}
|
||||
|
||||
void InventoryLayout::add(SlotLayout slot) {
|
||||
slots.push_back(slot);
|
||||
}
|
||||
|
||||
void InventoryLayout::add(InventoryPanel panel) {
|
||||
panels.push_back(panel);
|
||||
}
|
||||
|
||||
void InventoryLayout::setSize(glm::vec2 size) {
|
||||
this->size = size;
|
||||
}
|
||||
|
||||
void InventoryLayout::setOrigin(glm::vec2 origin) {
|
||||
this->origin = origin;
|
||||
}
|
||||
|
||||
glm::vec2 InventoryLayout::getSize() const {
|
||||
return size;
|
||||
}
|
||||
|
||||
glm::vec2 InventoryLayout::getOrigin() const {
|
||||
return origin;
|
||||
}
|
||||
|
||||
std::vector<SlotLayout>& InventoryLayout::getSlots() {
|
||||
return slots;
|
||||
}
|
||||
|
||||
std::vector<InventoryPanel>& InventoryLayout::getPanels() {
|
||||
return panels;
|
||||
}
|
||||
#include "../world/Level.h"
|
||||
|
||||
SlotLayout::SlotLayout(
|
||||
int index,
|
||||
glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
itemsharefunc shareFunc,
|
||||
slotcallback rightClick
|
||||
)
|
||||
: position(position),
|
||||
: index(index),
|
||||
position(position),
|
||||
background(background),
|
||||
itemSource(itemSource),
|
||||
shareFunc(shareFunc),
|
||||
rightClick(rightClick) {}
|
||||
|
||||
InventoryPanel::InventoryPanel(
|
||||
glm::vec2 position,
|
||||
glm::vec2 size,
|
||||
glm::vec4 color)
|
||||
: position(position), size(size), color(color) {}
|
||||
|
||||
InventoryBuilder::InventoryBuilder()
|
||||
: layout(std::make_unique<InventoryLayout>(glm::vec2()))
|
||||
{}
|
||||
InventoryBuilder::InventoryBuilder(
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction
|
||||
) : frontend(frontend),
|
||||
interaction(interaction)
|
||||
{
|
||||
view = std::make_shared<InventoryView>(frontend, interaction);
|
||||
}
|
||||
|
||||
void InventoryBuilder::addGrid(
|
||||
int cols, int count,
|
||||
@ -94,14 +63,20 @@ void InventoryBuilder::addGrid(
|
||||
uint width = cols * (slotSize + interval) - interval + padding*2;
|
||||
uint height = rows * (slotSize + interval) - interval + padding*2;
|
||||
|
||||
auto lsize = layout->getSize();
|
||||
if (coord.x + width > lsize.x) {
|
||||
lsize.x = coord.x + width;
|
||||
glm::vec2 vsize = view->getSize();
|
||||
if (coord.x + width > vsize.x) {
|
||||
vsize.x = coord.x + width;
|
||||
}
|
||||
if (coord.y + height > lsize.y) {
|
||||
lsize.y = coord.y + height;
|
||||
if (coord.y + height > vsize.y) {
|
||||
vsize.y = coord.y + height;
|
||||
}
|
||||
view->setSize(vsize);
|
||||
|
||||
if (addpanel) {
|
||||
auto panel = std::make_shared<gui::Container>(coord, glm::vec2(width, height));
|
||||
view->setColor(glm::vec4(0, 0, 0, 0.5f));
|
||||
view->add(panel);
|
||||
}
|
||||
layout->setSize(lsize);
|
||||
|
||||
for (int row = 0; row < rows; row++) {
|
||||
for (int col = 0; col < cols; col++) {
|
||||
@ -112,59 +87,39 @@ void InventoryBuilder::addGrid(
|
||||
row * (slotSize + interval) + padding
|
||||
);
|
||||
auto builtSlot = slotLayout;
|
||||
builtSlot.index = row * cols + col;
|
||||
builtSlot.position = position;
|
||||
layout->add(builtSlot);
|
||||
view->addSlot(builtSlot);
|
||||
}
|
||||
}
|
||||
|
||||
if (addpanel) {
|
||||
add(InventoryPanel(
|
||||
coord,
|
||||
glm::vec2(width, height),
|
||||
glm::vec4(0, 0, 0, 0.5f)));
|
||||
}
|
||||
}
|
||||
|
||||
void InventoryBuilder::add(SlotLayout slotLayout) {
|
||||
uint width = InventoryView::SLOT_SIZE;
|
||||
uint height = InventoryView::SLOT_SIZE;
|
||||
|
||||
auto coord = slotLayout.position;
|
||||
auto lsize = layout->getSize();
|
||||
if (coord.x + width > lsize.x) {
|
||||
lsize.x = coord.x + width;
|
||||
}
|
||||
if (coord.y + height > lsize.y) {
|
||||
lsize.y = coord.y + height;
|
||||
}
|
||||
layout->add(slotLayout);
|
||||
void InventoryBuilder::add(SlotLayout layout) {
|
||||
view->addSlot(layout);
|
||||
}
|
||||
|
||||
void InventoryBuilder::add(InventoryPanel panel) {
|
||||
layout->add(panel);
|
||||
}
|
||||
|
||||
std::unique_ptr<InventoryLayout> InventoryBuilder::build() {
|
||||
return std::unique_ptr<InventoryLayout>(layout.release());
|
||||
std::shared_ptr<InventoryView> InventoryBuilder::build() {
|
||||
return view;
|
||||
}
|
||||
|
||||
SlotView::SlotView(
|
||||
ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
const Content* content,
|
||||
SlotLayout layout)
|
||||
: UINode(glm::vec2(), glm::vec2(InventoryView::SLOT_SIZE)),
|
||||
frontend(frontend),
|
||||
interaction(interaction),
|
||||
content(content),
|
||||
stack(stack),
|
||||
layout(layout) {
|
||||
InventoryInteraction& interaction,
|
||||
SlotLayout layout
|
||||
) : UINode(glm::vec2(), glm::vec2(InventoryView::SLOT_SIZE)),
|
||||
frontend(frontend),
|
||||
interaction(interaction),
|
||||
content(frontend->getLevel()->content),
|
||||
layout(layout)
|
||||
{
|
||||
setColor(glm::vec4(0, 0, 0, 0.2f));
|
||||
}
|
||||
|
||||
// performance disaster
|
||||
void SlotView::draw(const GfxContext* pctx, Assets* assets) {
|
||||
if (bound == nullptr)
|
||||
throw std::runtime_error("unbound slot");
|
||||
ItemStack& stack = *bound;
|
||||
|
||||
glm::vec2 coord = calcCoord();
|
||||
|
||||
int slotSize = InventoryView::SLOT_SIZE;
|
||||
@ -250,7 +205,12 @@ bool SlotView::isHighlighted() const {
|
||||
}
|
||||
|
||||
void SlotView::clicked(gui::GUI* gui, int button) {
|
||||
ItemStack& grabbed = interaction->getGrabbedItem();
|
||||
if (bound == nullptr)
|
||||
throw std::runtime_error("unbound slot");
|
||||
|
||||
ItemStack& grabbed = interaction.getGrabbedItem();
|
||||
ItemStack& stack = *bound;
|
||||
|
||||
if (button == mousecode::BUTTON_1) {
|
||||
if (Events::pressed(keycode::LEFT_SHIFT)) {
|
||||
if (layout.shareFunc) {
|
||||
@ -302,42 +262,56 @@ void SlotView::focus(gui::GUI* gui) {
|
||||
clicked(gui, 0);
|
||||
}
|
||||
|
||||
void SlotView::bind(ItemStack& stack) {
|
||||
bound = &stack;
|
||||
}
|
||||
|
||||
const SlotLayout& SlotView::getLayout() const {
|
||||
return layout;
|
||||
}
|
||||
|
||||
InventoryView::InventoryView(
|
||||
const Content* content,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
std::unique_ptr<InventoryLayout> layout)
|
||||
: Container(glm::vec2(), glm::vec2()),
|
||||
content(content),
|
||||
indices(content->getIndices()),
|
||||
inventory(inventory),
|
||||
layout(std::move(layout)),
|
||||
frontend(frontend),
|
||||
interaction(interaction) {
|
||||
setSize(this->layout->getSize());
|
||||
InventoryInteraction& interaction
|
||||
) : Container(glm::vec2(), glm::vec2()),
|
||||
frontend(frontend),
|
||||
interaction(interaction)
|
||||
{
|
||||
content = frontend->getLevel()->content;
|
||||
indices = content->getIndices();
|
||||
setColor(glm::vec4(0, 0, 0, 0.0f));
|
||||
}
|
||||
|
||||
InventoryView::~InventoryView() {}
|
||||
|
||||
void InventoryView::build() {
|
||||
size_t index = 0;
|
||||
for (auto& slot : layout->getSlots()) {
|
||||
if (index >= inventory->size())
|
||||
break;
|
||||
|
||||
ItemStack& item = inventory->getSlot(index);
|
||||
void InventoryView::addSlot(SlotLayout layout) {
|
||||
uint width = InventoryView::SLOT_SIZE;
|
||||
uint height = InventoryView::SLOT_SIZE;
|
||||
|
||||
auto view = std::make_shared<SlotView>(
|
||||
item, frontend, interaction, content, slot
|
||||
);
|
||||
if (!slot.background) {
|
||||
view->setColor(glm::vec4());
|
||||
}
|
||||
slots.push_back(view.get());
|
||||
add(view, slot.position);
|
||||
index++;
|
||||
auto coord = layout.position;
|
||||
auto vsize = getSize();
|
||||
if (coord.x + width > vsize.x) {
|
||||
vsize.x = coord.x + width;
|
||||
}
|
||||
if (coord.y + height > vsize.y) {
|
||||
vsize.y = coord.y + height;
|
||||
}
|
||||
|
||||
auto slot = std::make_shared<SlotView>(
|
||||
frontend, interaction, layout
|
||||
);
|
||||
if (!layout.background) {
|
||||
slot->setColor(glm::vec4());
|
||||
}
|
||||
add(slot, layout.position);
|
||||
slots.push_back(slot.get());
|
||||
}
|
||||
|
||||
void InventoryView::bind(std::shared_ptr<Inventory> inventory) {
|
||||
this->inventory = inventory;
|
||||
for (auto slot : slots) {
|
||||
slot->bind(inventory->getSlot(slot->getLayout().index));
|
||||
}
|
||||
}
|
||||
|
||||
@ -349,27 +323,17 @@ void InventoryView::setSelected(int index) {
|
||||
}
|
||||
|
||||
void InventoryView::setCoord(glm::vec2 coord) {
|
||||
Container::setCoord(coord - layout->getOrigin());
|
||||
Container::setCoord(coord - origin);
|
||||
}
|
||||
|
||||
void InventoryView::setOrigin(glm::vec2 origin) {
|
||||
this->origin = origin;
|
||||
}
|
||||
|
||||
glm::vec2 InventoryView::getOrigin() const {
|
||||
return origin;
|
||||
}
|
||||
|
||||
void InventoryView::setInventory(std::shared_ptr<Inventory> inventory) {
|
||||
this->inventory = inventory;
|
||||
}
|
||||
|
||||
InventoryLayout* InventoryView::getLayout() const {
|
||||
return layout.get();
|
||||
}
|
||||
|
||||
void InventoryView::drawBackground(const GfxContext* pctx, Assets* assets) {
|
||||
glm::vec2 coord = calcCoord();
|
||||
auto batch = pctx->getBatch2D();
|
||||
|
||||
batch->texture(nullptr);
|
||||
|
||||
for (auto& panel : layout->getPanels()) {
|
||||
glm::vec2 size = panel.size;
|
||||
glm::vec2 pos = coord + panel.position;
|
||||
batch->color = panel.color;
|
||||
batch->rect(pos.x-1, pos.y-1, size.x+2, size.y+2);
|
||||
}
|
||||
}
|
||||
|
||||
@ -18,133 +18,8 @@ class ContentIndices;
|
||||
class LevelFrontend;
|
||||
class Inventory;
|
||||
|
||||
typedef std::function<void(ItemStack&)> itemsharefunc;
|
||||
typedef std::function<void(ItemStack&, ItemStack&)> slotcallback;
|
||||
|
||||
class InventoryInteraction;
|
||||
|
||||
struct SlotLayout {
|
||||
glm::vec2 position;
|
||||
bool background;
|
||||
bool itemSource;
|
||||
itemsharefunc shareFunc;
|
||||
slotcallback rightClick;
|
||||
|
||||
SlotLayout(glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
itemsharefunc shareFunc,
|
||||
slotcallback rightClick);
|
||||
};
|
||||
|
||||
// temporary unused
|
||||
struct InventoryPanel {
|
||||
glm::vec2 position;
|
||||
glm::vec2 size;
|
||||
glm::vec4 color;
|
||||
|
||||
InventoryPanel(glm::vec2 position,
|
||||
glm::vec2 size,
|
||||
glm::vec4 color);
|
||||
};
|
||||
|
||||
class InventoryLayout {
|
||||
glm::vec2 size {};
|
||||
glm::vec2 origin {};
|
||||
std::vector<SlotLayout> slots;
|
||||
std::vector<InventoryPanel> panels;
|
||||
public:
|
||||
InventoryLayout(glm::vec2 size);
|
||||
|
||||
void add(SlotLayout slot);
|
||||
void add(InventoryPanel panel);
|
||||
void setSize(glm::vec2 size);
|
||||
void setOrigin(glm::vec2 origin);
|
||||
|
||||
glm::vec2 getSize() const;
|
||||
glm::vec2 getOrigin() const;
|
||||
|
||||
std::vector<SlotLayout>& getSlots();
|
||||
std::vector<InventoryPanel>& getPanels();
|
||||
};
|
||||
|
||||
class InventoryBuilder {
|
||||
std::unique_ptr<InventoryLayout> layout;
|
||||
public:
|
||||
InventoryBuilder();
|
||||
|
||||
void addGrid(
|
||||
int cols, int count,
|
||||
glm::vec2 coord,
|
||||
int padding,
|
||||
bool addpanel,
|
||||
SlotLayout slotLayout);
|
||||
|
||||
void add(SlotLayout slotLayout);
|
||||
void add(InventoryPanel panel);
|
||||
|
||||
std::unique_ptr<InventoryLayout> build();
|
||||
};
|
||||
|
||||
class SlotView : public gui::UINode {
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction* interaction;
|
||||
const Content* const content;
|
||||
ItemStack& stack;
|
||||
bool highlighted = false;
|
||||
|
||||
SlotLayout layout;
|
||||
public:
|
||||
SlotView(ItemStack& stack,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
const Content* content,
|
||||
SlotLayout layout);
|
||||
|
||||
virtual void draw(const GfxContext* pctx, Assets* assets) override;
|
||||
|
||||
void setHighlighted(bool flag);
|
||||
bool isHighlighted() const;
|
||||
|
||||
virtual void clicked(gui::GUI*, int) override;
|
||||
virtual void focus(gui::GUI*) override;
|
||||
};
|
||||
|
||||
class InventoryView : public gui::Container {
|
||||
const Content* content;
|
||||
const ContentIndices* indices;
|
||||
|
||||
std::shared_ptr<Inventory> inventory;
|
||||
std::unique_ptr<InventoryLayout> layout;
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction* interaction;
|
||||
|
||||
std::vector<SlotView*> slots;
|
||||
public:
|
||||
InventoryView(
|
||||
const Content* content,
|
||||
LevelFrontend* frontend,
|
||||
InventoryInteraction* interaction,
|
||||
std::shared_ptr<Inventory> inventory,
|
||||
std::unique_ptr<InventoryLayout> layout);
|
||||
|
||||
virtual ~InventoryView();
|
||||
|
||||
void build();
|
||||
|
||||
virtual void drawBackground(const GfxContext* pctx, Assets* assets) override;
|
||||
|
||||
void setInventory(std::shared_ptr<Inventory> inventory);
|
||||
|
||||
virtual void setCoord(glm::vec2 coord) override;
|
||||
|
||||
InventoryLayout* getLayout() const;
|
||||
|
||||
void setSelected(int index);
|
||||
|
||||
static const int SLOT_INTERVAL = 4;
|
||||
static const int SLOT_SIZE = ITEM_ICON_SIZE;
|
||||
};
|
||||
using itemsharefunc = std::function<void(ItemStack&)>;
|
||||
using slotcallback = std::function<void(ItemStack&, ItemStack&)>;
|
||||
|
||||
class InventoryInteraction {
|
||||
ItemStack grabbedItem;
|
||||
@ -156,4 +31,95 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
struct SlotLayout {
|
||||
int index;
|
||||
glm::vec2 position;
|
||||
bool background;
|
||||
bool itemSource;
|
||||
itemsharefunc shareFunc;
|
||||
slotcallback rightClick;
|
||||
|
||||
SlotLayout(int index,
|
||||
glm::vec2 position,
|
||||
bool background,
|
||||
bool itemSource,
|
||||
itemsharefunc shareFunc,
|
||||
slotcallback rightClick);
|
||||
};
|
||||
|
||||
class SlotView : public gui::UINode {
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction& interaction;
|
||||
const Content* const content;
|
||||
SlotLayout layout;
|
||||
bool highlighted = false;
|
||||
|
||||
ItemStack* bound = nullptr;
|
||||
public:
|
||||
SlotView(LevelFrontend* frontend,
|
||||
InventoryInteraction& interaction,
|
||||
SlotLayout layout);
|
||||
|
||||
virtual void draw(const GfxContext* pctx, Assets* assets) override;
|
||||
|
||||
void setHighlighted(bool flag);
|
||||
bool isHighlighted() const;
|
||||
|
||||
virtual void clicked(gui::GUI*, int) override;
|
||||
virtual void focus(gui::GUI*) override;
|
||||
|
||||
void bind(ItemStack& stack);
|
||||
|
||||
const SlotLayout& getLayout() const;
|
||||
};
|
||||
|
||||
class InventoryView : public gui::Container {
|
||||
const Content* content;
|
||||
const ContentIndices* indices;
|
||||
|
||||
std::shared_ptr<Inventory> inventory;
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction& interaction;
|
||||
|
||||
std::vector<SlotView*> slots;
|
||||
glm::vec2 origin {};
|
||||
public:
|
||||
InventoryView(LevelFrontend* frontend, InventoryInteraction& interaction);
|
||||
virtual ~InventoryView();
|
||||
|
||||
void setInventory(std::shared_ptr<Inventory> inventory);
|
||||
|
||||
virtual void setCoord(glm::vec2 coord) override;
|
||||
|
||||
void setOrigin(glm::vec2 origin);
|
||||
glm::vec2 getOrigin() const;
|
||||
|
||||
void setSelected(int index);
|
||||
|
||||
void bind(std::shared_ptr<Inventory> inventory);
|
||||
|
||||
void addSlot(SlotLayout layout);
|
||||
|
||||
static const int SLOT_INTERVAL = 4;
|
||||
static const int SLOT_SIZE = ITEM_ICON_SIZE;
|
||||
};
|
||||
|
||||
class InventoryBuilder {
|
||||
std::shared_ptr<InventoryView> view;
|
||||
LevelFrontend* frontend;
|
||||
InventoryInteraction& interaction;
|
||||
public:
|
||||
InventoryBuilder(LevelFrontend* frontend, InventoryInteraction& interaction);
|
||||
|
||||
void addGrid(
|
||||
int cols, int count,
|
||||
glm::vec2 coord,
|
||||
int padding,
|
||||
bool addpanel,
|
||||
SlotLayout slotLayout);
|
||||
|
||||
void add(SlotLayout slotLayout);
|
||||
std::shared_ptr<InventoryView> build();
|
||||
};
|
||||
|
||||
#endif // FRONTEND_INVENTORY_VIEW_H_
|
||||
|
||||
@ -179,7 +179,7 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
accessInventory->getSlot(id-1).set(ItemStack(id, 1));
|
||||
}
|
||||
|
||||
SlotLayout slotLayout(glm::vec2(), false, true,
|
||||
SlotLayout slotLayout(-1, glm::vec2(), false, true,
|
||||
[=](ItemStack& item) {
|
||||
auto copy = ItemStack(item);
|
||||
inventory->move(copy, indices);
|
||||
@ -188,41 +188,25 @@ std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
|
||||
inventory->getSlot(player->getChosenSlot()).set(item);
|
||||
});
|
||||
|
||||
InventoryBuilder builder;
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
|
||||
auto layout = builder.build();
|
||||
|
||||
auto contentAccess = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
accessInventory,
|
||||
std::move(layout)
|
||||
);
|
||||
contentAccess->build();
|
||||
return contentAccess;
|
||||
auto view = builder.build();
|
||||
view->bind(accessInventory);
|
||||
return view;
|
||||
}
|
||||
|
||||
std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
auto content = level->content;
|
||||
|
||||
SlotLayout slotLayout(glm::vec2(), false, false, nullptr, nullptr);
|
||||
InventoryBuilder builder;
|
||||
SlotLayout slotLayout(-1, glm::vec2(), false, false, nullptr, nullptr);
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
|
||||
auto layout = builder.build();
|
||||
auto view = builder.build();
|
||||
|
||||
layout->setOrigin(glm::vec2(layout->getSize().x/2, 0));
|
||||
auto view = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
);
|
||||
view->build();
|
||||
view->setOrigin(glm::vec2(view->getSize().x/2, 0));
|
||||
view->bind(inventory);
|
||||
view->setInteractive(false);
|
||||
return view;
|
||||
}
|
||||
@ -231,24 +215,15 @@ std::shared_ptr<InventoryView> HudRenderer::createInventory() {
|
||||
auto level = frontend->getLevel();
|
||||
auto player = level->player;
|
||||
auto inventory = player->getInventory();
|
||||
auto content = level->content;
|
||||
|
||||
SlotLayout slotLayout(glm::vec2(), true, false, [=](ItemStack& stack) {
|
||||
SlotLayout slotLayout(-1, glm::vec2(), true, false, [=](ItemStack& stack) {
|
||||
stack.clear();
|
||||
}, nullptr);
|
||||
|
||||
InventoryBuilder builder;
|
||||
InventoryBuilder builder(frontend, *interaction);
|
||||
builder.addGrid(10, inventory->size(), glm::vec2(), 4, true, slotLayout);
|
||||
auto layout = builder.build();
|
||||
|
||||
auto view = std::make_shared<InventoryView>(
|
||||
content,
|
||||
frontend,
|
||||
interaction.get(),
|
||||
inventory,
|
||||
std::move(layout)
|
||||
);
|
||||
view->build();
|
||||
auto view = builder.build();
|
||||
view->bind(inventory);
|
||||
return view;
|
||||
}
|
||||
|
||||
@ -261,12 +236,11 @@ HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
|
||||
|
||||
interaction = std::make_unique<InventoryInteraction>();
|
||||
grabbedItemView = std::make_shared<SlotView>(
|
||||
interaction->getGrabbedItem(),
|
||||
frontend,
|
||||
interaction.get(),
|
||||
frontend->getLevel()->content,
|
||||
SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
|
||||
*interaction,
|
||||
SlotLayout(-1, glm::vec2(), false, false, nullptr, nullptr)
|
||||
);
|
||||
grabbedItemView->bind(interaction->getGrabbedItem());
|
||||
grabbedItemView->setColor(glm::vec4());
|
||||
grabbedItemView->setInteractive(false);
|
||||
|
||||
@ -417,10 +391,8 @@ void HudRenderer::draw(const GfxContext& ctx){
|
||||
}
|
||||
|
||||
if (inventoryOpen) {
|
||||
auto caLayout = contentAccess->getLayout();
|
||||
auto invLayout = inventoryView->getLayout();
|
||||
float caWidth = caLayout->getSize().x;
|
||||
glm::vec2 invSize = invLayout->getSize();
|
||||
float caWidth = contentAccess->getSize().x;
|
||||
glm::vec2 invSize = inventoryView->getSize();
|
||||
|
||||
float width = viewport.getWidth();
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user