layout test
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res/layouts/inventory.xml
Normal file
3
res/layouts/inventory.xml
Normal file
@ -0,0 +1,3 @@
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<inventory color="#00000080">
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<slots-grid cols="4" count="40"/>
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</inventory>
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@ -87,6 +87,9 @@ void Assets::extend(const Assets& assets) {
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for (auto entry : assets.atlases) {
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atlases[entry.first] = entry.second;
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}
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for (auto entry : assets.layouts) {
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layouts[entry.first] = entry.second;
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}
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animations.clear();
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for (auto entry : assets.animations) {
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animations.emplace_back(entry);
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@ -9,9 +9,6 @@
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#include "../constants.h"
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#include "../files/engine_paths.h"
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using std::filesystem::path;
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using std::unique_ptr;
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AssetsLoader::AssetsLoader(Assets* assets, const ResPaths* paths)
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: assets(assets), paths(paths) {
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}
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@ -15,7 +15,7 @@ const short ASSET_LAYOUT = 5;
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class ResPaths;
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class Assets;
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typedef std::function<bool(Assets*, const ResPaths*, const std::string&, const std::string&)> aloader_func;
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using aloader_func = std::function<bool(Assets*, const ResPaths*, const std::string&, const std::string&)>;
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struct aloader_entry {
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int tag;
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@ -260,6 +260,7 @@ void SlotView::bind(
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bound = &stack;
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content = frontend->getLevel()->content;
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this->frontend = frontend;
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this->interaction = interaction;
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}
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const SlotLayout& SlotView::getLayout() const {
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@ -11,10 +11,23 @@ UiDocument::UiDocument(
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std::string namesp,
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uidocscript script,
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std::shared_ptr<gui::UINode> root
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) {
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) : namesp(namesp), script(script), root(root) {
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collect(map, root);
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}
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const uinodes_map& UiDocument::getMap() const {
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return map;
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}
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const std::string& UiDocument::getNamespace() const {
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return namesp;
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}
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const std::shared_ptr<gui::UINode> UiDocument::getRoot() const {
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return root;
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}
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void UiDocument::collect(uinodes_map& map, std::shared_ptr<gui::UINode> node) {
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const std::string& id = node->getId();
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if (!id.empty()) {
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@ -30,6 +30,7 @@ public:
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const uinodes_map& getMap() const;
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const std::string& getNamespace() const;
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const std::shared_ptr<gui::UINode> getRoot() const;
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/* Collect map of all uinodes having identifiers */
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static void collect(uinodes_map& map, std::shared_ptr<gui::UINode> node);
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@ -31,7 +31,6 @@
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#include "../objects/Player.h"
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#include "../physics/Hitbox.h"
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#include "../maths/voxmaths.h"
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#include "../files/files.h"
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#include "gui/controls.h"
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#include "gui/panels.h"
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#include "gui/UINode.h"
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@ -42,6 +41,7 @@
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#include "BlocksPreview.h"
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#include "InventoryView.h"
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#include "LevelFrontend.h"
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#include "UiDocument.h"
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#include "../engine.h"
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#include "../core_defs.h"
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#include "../items/ItemDef.h"
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@ -217,15 +217,24 @@ std::shared_ptr<InventoryView> HudRenderer::createInventory() {
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auto player = level->player;
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auto inventory = player->getInventory();
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SlotLayout slotLayout(-1, glm::vec2(), true, false, [=](ItemStack& stack) {
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stack.clear();
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}, nullptr);
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auto layout = assets->getLayout("core:inventory");
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if (layout) {
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std::cout << "custom layout used" << std::endl;
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auto view = std::dynamic_pointer_cast<InventoryView>(layout->getRoot());
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view->bind(inventory, frontend, interaction.get());
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return view;
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} else {
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std::cout << "generated layout used" << std::endl;
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SlotLayout slotLayout(-1, glm::vec2(), true, false, [=](ItemStack& stack) {
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stack.clear();
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}, nullptr);
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InventoryBuilder builder;
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builder.addGrid(10, inventory->size(), glm::vec2(), 4, true, slotLayout);
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auto view = builder.build();
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view->bind(inventory, frontend, interaction.get());
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return view;
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InventoryBuilder builder;
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builder.addGrid(10, inventory->size(), glm::vec2(), 4, true, slotLayout);
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auto view = builder.build();
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view->bind(inventory, frontend, interaction.get());
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return view;
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}
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}
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HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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