2024-04-03 20:50:26 +03:00

163 lines
4.5 KiB
C++

#ifndef SRC_HUD_H_
#define SRC_HUD_H_
#include "../typedefs.h"
#include <string>
#include <memory>
#include <vector>
#include <glm/glm.hpp>
class Camera;
class Block;
class Assets;
class Player;
class Engine;
class SlotView;
class Inventory;
class InventoryView;
class LevelFrontend;
class UiDocument;
class InventoryInteraction;
class GfxContext;
class Viewport;
namespace gui {
class GUI;
class UINode;
class Panel;
class Container;
}
enum class hud_element_mode {
// element is hidden if menu or inventory open
ingame,
// element is visible if hud is visible
permanent,
// element is visible in inventory mode
inventory_any,
// element will be removed on inventory close
inventory_bound
};
class HudElement {
hud_element_mode mode;
UiDocument* document;
std::shared_ptr<gui::UINode> node;
bool debug;
bool removed = false;
public:
HudElement(hud_element_mode mode, UiDocument* document, std::shared_ptr<gui::UINode> node, bool debug);
void update(bool pause, bool inventoryOpen, bool debug);
UiDocument* getDocument() const;
std::shared_ptr<gui::UINode> getNode() const;
void setRemoved() {
removed = true;
}
bool isRemoved() const {
return removed;
}
};
class Hud {
Engine* engine;
Assets* assets;
std::unique_ptr<Camera> uicamera;
gui::GUI* gui;
LevelFrontend* frontend;
Player* player;
/// @brief Is any overlay/inventory open
bool inventoryOpen = false;
/// @brief Is pause mode on
bool pause = false;
/// @brief Content access panel scroll container
std::shared_ptr<gui::Container> contentAccessPanel;
/// @brief Content access panel itself
std::shared_ptr<InventoryView> contentAccess;
/// @brief Player inventory hotbar
std::shared_ptr<InventoryView> hotbarView;
/// @brief Debug info and control panel (F3 key)
std::shared_ptr<gui::UINode> debugPanel;
/// @brief Overlay used in pause mode
std::shared_ptr<gui::Panel> darkOverlay;
/// @brief Inventories interaction agent (grabbed item and other info)
std::unique_ptr<InventoryInteraction> interaction;
/// @brief Grabbed item visual element
std::shared_ptr<SlotView> grabbedItemView;
/// @brief List of all controlled hud elements
std::vector<HudElement> elements;
/// @brief Player inventory view
std::shared_ptr<InventoryView> inventoryView = nullptr;
/// @brief Block inventory view
std::shared_ptr<InventoryView> blockUI = nullptr;
/// @brief Position of the block open
glm::ivec3 blockPos {};
/// @brief Id of the block open (used to detect block destruction or replacement)
blockid_t currentblockid = 0;
/// @brief UI element will be dynamicly positioned near to inventory or in screen center
std::shared_ptr<gui::UINode> secondUI = nullptr;
std::shared_ptr<InventoryView> createContentAccess();
std::shared_ptr<InventoryView> createHotbar();
void processInput(bool visible);
void updateElementsPosition(const Viewport& viewport);
void cleanup();
public:
Hud(Engine* engine, LevelFrontend* frontend, Player* player);
~Hud();
void update(bool hudVisible);
void draw(const GfxContext& context);
/// @brief Check if inventory mode on
bool isInventoryOpen() const;
/// @brief Check if pause mode on
bool isPause() const;
/// @brief Enable/disable pause mode
void setPause(bool pause);
/// @brief Show player inventory in inventory-mode
void openInventory();
/// @brief Show block inventory in inventory-mode
/// @param block block position
/// @param doc block ui layout
/// @param blockInv block inventory
/// @param playerInventory show player inventory too
void openInventory(glm::ivec3 block, UiDocument* doc, std::shared_ptr<Inventory> blockInv, bool playerInventory);
/// @brief Show element in inventory-mode
/// @param doc element layout
/// @param playerInventory show player inventory too
void showOverlay(UiDocument* doc, bool playerInventory);
/// @brief Close all open inventories and overlay
void closeInventory();
/// @brief Add element will be visible until removed
/// @param doc element layout
void openPermanent(UiDocument* doc);
void add(HudElement element);
void onRemove(HudElement& element);
void remove(std::shared_ptr<gui::UINode> node);
Player* getPlayer() const;
std::shared_ptr<Inventory> getBlockInventory();
};
#endif // SRC_HUD_H_