VoxelEngine/src/frontend/InventoryView.cpp
2024-01-21 19:21:18 +03:00

340 lines
9.4 KiB
C++

#include "InventoryView.h"
#include <iostream>
#include <glm/glm.hpp>
#include "BlocksPreview.h"
#include "LevelFrontend.h"
#include "../window/Events.h"
#include "../window/input.h"
#include "../assets/Assets.h"
#include "../graphics/Atlas.h"
#include "../graphics/Shader.h"
#include "../graphics/Batch2D.h"
#include "../graphics/GfxContext.h"
#include "../graphics/Font.h"
#include "../content/Content.h"
#include "../items/ItemDef.h"
#include "../items/Inventory.h"
#include "../maths/voxmaths.h"
#include "../objects/Player.h"
#include "../voxels/Block.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::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;
}
SlotLayout::SlotLayout(
glm::vec2 position,
bool background,
bool itemSource,
itemsharefunc shareFunc,
slotcallback rightClick
)
: 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()))
{}
void InventoryBuilder::addGrid(
int cols, int count,
glm::vec2 coord,
int padding,
SlotLayout slotLayout)
{
const int slotSize = InventoryView::SLOT_SIZE;
const int interval = InventoryView::SLOT_INTERVAL;
int rows = ceildiv(count, cols);
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;
}
if (coord.y + height > lsize.y) {
lsize.y = coord.y + height;
}
layout->setSize(lsize);
for (int row = 0; row < rows; row++) {
for (int col = 0; col < cols; col++) {
glm::vec2 position (
col * (slotSize + interval) + padding,
row * (slotSize + interval) + padding
);
auto builtSlot = slotLayout;
builtSlot.position = position;
layout->add(builtSlot);
}
}
}
std::unique_ptr<InventoryLayout> InventoryBuilder::build() {
return std::unique_ptr<InventoryLayout>(layout.release());
}
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) {
color(glm::vec4(0, 0, 0, 0.2f));
}
// performance disaster
void SlotView::draw(Batch2D* batch, Assets* assets) {
glm::vec2 coord = calcCoord();
int slotSize = InventoryView::SLOT_SIZE;
glm::vec4 tint(1.0f);
glm::vec4 color = color_;
if (hover_ || highlighted) {
tint *= 1.333f;
color = glm::vec4(1, 1, 1, 0.2f);
}
batch->color = color;
if (color.a > 0.0) {
batch->texture(nullptr);
if (highlighted) {
batch->rect(coord.x-4, coord.y-4, slotSize+8, slotSize+8);
} else {
batch->rect(coord.x, coord.y, slotSize, slotSize);
}
}
batch->color = glm::vec4(1.0f);
Shader* uiShader = assets->getShader("ui");
Viewport viewport(Window::width, Window::height);
GfxContext ctx(nullptr, viewport, batch);
auto preview = frontend->getBlocksPreview();
auto indices = content->getIndices();
ItemDef* item = indices->getItemDef(stack.getItemId());
switch (item->iconType) {
case item_icon_type::none:
break;
case item_icon_type::block:
batch->render();
{
GfxContext subctx = ctx.sub();
subctx.depthTest(true);
subctx.cullFace(true);
Block* cblock = content->requireBlock(item->icon);
preview->begin(&subctx.getViewport());
preview->draw(cblock, coord.x, coord.y, slotSize, tint);
}
uiShader->use();
batch->begin();
break;
case item_icon_type::sprite: {
size_t index = item->icon.find(':');
std::string name = item->icon.substr(index+1);
UVRegion region(0.0f, 0.0, 1.0f, 1.0f);
if (index == std::string::npos) {
batch->texture(assets->getTexture(name));
} else {
std::string atlasname = item->icon.substr(0, index);
Atlas* atlas = assets->getAtlas(atlasname);
if (atlas && atlas->has(name)) {
region = atlas->get(name);
batch->texture(atlas->getTexture());
}
}
batch->rect(
coord.x, coord.y, slotSize, slotSize,
0, 0, 0, region, false, true, tint);
break;
}
}
if (stack.getCount() > 1) {
auto font = assets->getFont("normal");
std::wstring text = std::to_wstring(stack.getCount());
int x = coord.x+slotSize-text.length()*8;
int y = coord.y+slotSize-16;
batch->color = glm::vec4(0, 0, 0, 1.0f);
font->draw(batch, text, x+1, y+1);
batch->color = glm::vec4(1.0f);
font->draw(batch, text, x, y);
}
}
void SlotView::setHighlighted(bool flag) {
highlighted = flag;
}
bool SlotView::isHighlighted() const {
return highlighted;
}
void SlotView::clicked(gui::GUI* gui, int button) {
ItemStack& grabbed = interaction->getGrabbedItem();
if (button == mousecode::BUTTON_1) {
if (Events::pressed(keycode::LEFT_SHIFT)) {
if (layout.shareFunc) {
layout.shareFunc(stack);
}
return;
}
if (!layout.itemSource && stack.accepts(grabbed)) {
stack.move(grabbed, content->getIndices());
} else {
if (layout.itemSource) {
if (grabbed.isEmpty()) {
grabbed.set(stack);
} else {
grabbed.clear();
}
} else {
std::swap(grabbed, stack);
}
}
} else if (button == mousecode::BUTTON_2) {
if (layout.rightClick) {
layout.rightClick(stack, grabbed);
return;
}
if (layout.itemSource)
return;
if (grabbed.isEmpty()) {
if (!stack.isEmpty()) {
grabbed.set(stack);
int halfremain = stack.getCount() / 2;
grabbed.setCount(stack.getCount() - halfremain);
stack.setCount(halfremain);
}
} else {
if (stack.isEmpty()) {
stack.set(grabbed);
stack.setCount(1);
} else {
stack.setCount(stack.getCount()+1);
}
grabbed.setCount(grabbed.getCount()-1);
}
}
}
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) {
size(this->layout->getSize());
color(glm::vec4(0, 0, 0, 0.5f));
}
InventoryView::~InventoryView() {}
void InventoryView::build() {
size_t index = 0;
for (auto& slot : layout->getSlots()) {
if (index >= inventory->size())
break;
ItemStack& item = inventory->getSlot(index);
auto view = std::make_shared<SlotView>(
item, frontend, interaction, content, slot
);
if (!slot.background) {
view->color(glm::vec4());
}
slots.push_back(view.get());
add(view, slot.position);
index++;
}
}
void InventoryView::setSelected(int index) {
for (int i = 0; i < int(slots.size()); i++) {
auto slot = slots[i];
slot->setHighlighted(i == index);
}
}
void InventoryView::setCoord(glm::vec2 coord) {
Container::setCoord(coord - layout->getOrigin());
}
void InventoryView::setInventory(std::shared_ptr<Inventory> inventory) {
this->inventory = inventory;
}
InventoryLayout* InventoryView::getLayout() const {
return layout.get();
}
// performance disaster x2
void InventoryView::draw(Batch2D* batch, Assets* assets) {
Container::draw(batch, assets);
Window::clearDepth();
}
void InventoryView::drawBackground(Batch2D* batch, Assets* assets) {
glm::vec2 coord = calcCoord();
batch->texture(nullptr);
batch->color = color_;
batch->rect(coord.x-1, coord.y-1, size_.x+2, size_.y+2);
}