445 lines
13 KiB
C++
445 lines
13 KiB
C++
#include "hud.h"
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#include <iostream>
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#include <sstream>
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#include <memory>
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#include <string>
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#include <assert.h>
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#include <stdexcept>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "../typedefs.h"
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#include "../content/Content.h"
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#include "../util/stringutil.h"
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#include "../util/timeutil.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/Batch3D.h"
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#include "../graphics/Font.h"
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#include "../graphics/Atlas.h"
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#include "../graphics/Mesh.h"
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#include "../window/Camera.h"
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#include "../window/Window.h"
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#include "../window/Events.h"
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#include "../window/input.h"
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#include "../voxels/Chunks.h"
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#include "../voxels/Block.h"
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#include "../world/World.h"
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#include "../world/Level.h"
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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 "gui/controls.h"
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#include "gui/panels.h"
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#include "gui/UINode.h"
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#include "gui/GUI.h"
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#include "ContentGfxCache.h"
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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 "LevelFrontend.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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#include "../items/Inventory.h"
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using glm::vec2;
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using glm::vec3;
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using glm::vec4;
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using namespace gui;
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inline std::shared_ptr<Label> create_label(gui::wstringsupplier supplier) {
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auto label = std::make_shared<Label>(L"-");
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label->textSupplier(supplier);
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return label;
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}
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void HudRenderer::createDebugPanel(Engine* engine) {
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auto level = frontend->getLevel();
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Panel* panel = new Panel(vec2(250, 200), vec4(5.0f), 1.0f);
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debugPanel = std::shared_ptr<UINode>(panel);
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panel->listenInterval(1.0f, [this]() {
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fpsString = std::to_wstring(fpsMax)+L" / "+std::to_wstring(fpsMin);
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fpsMin = fps;
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fpsMax = fps;
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});
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panel->setCoord(vec2(10, 10));
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panel->add(create_label([this](){ return L"fps: "+this->fpsString;}));
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panel->add(create_label([this](){
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return L"meshes: " + std::to_wstring(Mesh::meshesCount);
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}));
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panel->add(create_label([=](){
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auto& settings = engine->getSettings();
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bool culling = settings.graphics.frustumCulling;
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return L"frustum-culling: "+std::wstring(culling ? L"on" : L"off");
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}));
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panel->add(create_label([=]() {
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return L"chunks: "+std::to_wstring(level->chunks->chunksCount)+
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L" visible: "+std::to_wstring(level->chunks->visible);
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}));
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panel->add(create_label([=](){
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auto player = level->player;
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auto* indices = level->content->getIndices();
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auto def = indices->getBlockDef(player->selectedVoxel.id);
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std::wstringstream stream;
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stream << std::hex << level->player->selectedVoxel.states;
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if (def) {
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stream << L" (" << util::str2wstr_utf8(def->name) << L")";
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}
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return L"block: "+std::to_wstring(player->selectedVoxel.id)+
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L" "+stream.str();
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}));
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panel->add(create_label([=](){
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return L"seed: "+std::to_wstring(level->world->seed);
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}));
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for (int ax = 0; ax < 3; ax++){
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Panel* sub = new Panel(vec2(10, 27), vec4(0.0f));
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sub->orientation(Orientation::horizontal);
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std::wstring str = L"x: ";
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str[0] += ax;
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Label* label = new Label(str);
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label->margin(vec4(2, 3, 2, 3));
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sub->add(label);
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sub->color(vec4(0.0f));
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// Coord input
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TextBox* box = new TextBox(L"");
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box->textSupplier([=]() {
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Hitbox* hitbox = level->player->hitbox.get();
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return util::to_wstring(hitbox->position[ax], 2);
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});
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box->textConsumer([=](std::wstring text) {
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try {
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vec3 position = level->player->hitbox->position;
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position[ax] = std::stoi(text);
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level->player->teleport(position);
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} catch (std::invalid_argument& _){
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}
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});
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box->setOnEditStart([=](){
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Hitbox* hitbox = level->player->hitbox.get();
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box->text(std::to_wstring(int(hitbox->position[ax])));
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});
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sub->add(box);
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panel->add(sub);
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}
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panel->add(create_label([=](){
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int hour, minute, second;
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timeutil::from_value(level->world->daytime, hour, minute, second);
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std::wstring timeString =
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util::lfill(std::to_wstring(hour), 2, L'0') + L":" +
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util::lfill(std::to_wstring(minute), 2, L'0');
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return L"time: "+timeString;
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}));
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 1.0f, 0.005f, 8);
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bar->supplier([=]() {return level->world->daytime;});
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bar->consumer([=](double val) {level->world->daytime = val;});
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panel->add(bar);
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}
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{
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TrackBar* bar = new TrackBar(0.0f, 1.0f, 0.0f, 0.005f, 8);
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bar->supplier([=]() {return WorldRenderer::fog;});
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bar->consumer([=](double val) {WorldRenderer::fog = val;});
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panel->add(bar);
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}
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{
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auto checkbox = new FullCheckBox(L"Show Chunk Borders", vec2(400, 32));
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checkbox->supplier([=]() {
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return engine->getSettings().debug.showChunkBorders;
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});
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checkbox->consumer([=](bool checked) {
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engine->getSettings().debug.showChunkBorders = checked;
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});
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panel->add(checkbox);
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}
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panel->refresh();
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}
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std::shared_ptr<InventoryView> HudRenderer::createContentAccess() {
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auto level = frontend->getLevel();
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auto content = level->content;
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auto indices = content->getIndices();
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auto player = level->player;
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auto inventory = player->getInventory();
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int itemsCount = indices->countItemDefs();
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auto accessInventory = std::make_shared<Inventory>(itemsCount);
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for (int id = 1; id < itemsCount; id++) {
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accessInventory->getSlot(id-1).set(ItemStack(id, 1));
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}
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SlotLayout slotLayout(glm::vec2(), false, true,
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[=](ItemStack& item) {
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auto copy = ItemStack(item);
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inventory->move(copy, indices);
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},
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[=](ItemStack& item, ItemStack& grabbed) {
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inventory->getSlot(player->getChosenSlot()).set(item);
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});
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InventoryBuilder builder;
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builder.addGrid(8, itemsCount-1, glm::vec2(), 8, true, slotLayout);
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auto layout = builder.build();
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auto contentAccess = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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accessInventory,
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std::move(layout)
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);
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contentAccess->build();
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return contentAccess;
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}
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std::shared_ptr<InventoryView> HudRenderer::createHotbar() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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auto content = level->content;
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SlotLayout slotLayout(glm::vec2(), false, false, nullptr, nullptr);
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InventoryBuilder builder;
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builder.addGrid(10, 10, glm::vec2(), 4, true, slotLayout);
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auto layout = builder.build();
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layout->setOrigin(glm::vec2(layout->getSize().x/2, 0));
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auto view = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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inventory,
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std::move(layout)
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);
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view->build();
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view->setInteractive(false);
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return view;
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}
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std::shared_ptr<InventoryView> HudRenderer::createInventory() {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto inventory = player->getInventory();
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auto content = level->content;
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SlotLayout slotLayout(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 layout = builder.build();
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auto view = std::make_shared<InventoryView>(
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content,
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frontend,
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interaction.get(),
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inventory,
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std::move(layout)
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);
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view->build();
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return view;
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}
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HudRenderer::HudRenderer(Engine* engine, LevelFrontend* frontend)
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: assets(engine->getAssets()),
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gui(engine->getGUI()),
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frontend(frontend)
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{
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auto menu = gui->getMenu();
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interaction = std::make_unique<InventoryInteraction>();
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grabbedItemView = std::make_shared<SlotView>(
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interaction->getGrabbedItem(),
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frontend,
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interaction.get(),
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frontend->getLevel()->content,
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SlotLayout(glm::vec2(), false, false, nullptr, nullptr)
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);
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grabbedItemView->color(glm::vec4());
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grabbedItemView->setInteractive(false);
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contentAccess = createContentAccess();
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contentAccessPanel = std::make_shared<Panel>(
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contentAccess->size(), vec4(0.0f), 0.0f
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);
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contentAccessPanel->color(glm::vec4());
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contentAccessPanel->add(contentAccess);
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contentAccessPanel->scrollable(true);
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hotbarView = createHotbar();
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inventoryView = createInventory();
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uicamera = new Camera(vec3(), 1);
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uicamera->perspective = false;
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uicamera->flipped = true;
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createDebugPanel(engine);
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menu->reset();
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gui->add(debugPanel);
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gui->add(contentAccessPanel);
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gui->add(hotbarView);
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gui->add(inventoryView);
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gui->add(grabbedItemView);
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}
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HudRenderer::~HudRenderer() {
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gui->remove(grabbedItemView);
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gui->remove(inventoryView);
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gui->remove(hotbarView);
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gui->remove(contentAccessPanel);
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gui->remove(debugPanel);
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delete uicamera;
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}
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void HudRenderer::drawDebug(int fps){
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this->fps = fps;
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fpsMin = min(fps, fpsMin);
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fpsMax = max(fps, fpsMax);
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}
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void HudRenderer::update(bool visible) {
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auto level = frontend->getLevel();
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auto player = level->player;
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auto menu = gui->getMenu();
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menu->visible(pause);
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if (!visible && inventoryOpen) {
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inventoryOpen = false;
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}
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if (pause && menu->current().panel == nullptr) {
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pause = false;
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}
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if (Events::jpressed(keycode::ESCAPE) && !gui->isFocusCaught()) {
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if (pause) {
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pause = false;
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menu->reset();
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} else if (inventoryOpen) {
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inventoryOpen = false;
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} else {
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pause = true;
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menu->set("pause");
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}
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}
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if (visible && Events::jactive(BIND_HUD_INVENTORY)) {
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if (!pause) {
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inventoryOpen = !inventoryOpen;
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}
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}
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if ((pause || inventoryOpen) == Events::_cursor_locked) {
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Events::toggleCursor();
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}
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glm::vec2 invSize = contentAccessPanel->size();
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inventoryView->visible(inventoryOpen);
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contentAccessPanel->visible(inventoryOpen);
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contentAccessPanel->size(glm::vec2(invSize.x, Window::height));
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for (int i = keycode::NUM_1; i <= keycode::NUM_9; i++) {
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if (Events::jpressed(i)) {
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player->setChosenSlot(i - keycode::NUM_1);
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}
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}
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if (Events::jpressed(keycode::NUM_0)) {
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player->setChosenSlot(9);
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}
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if (!inventoryOpen && Events::scroll) {
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int slot = player->getChosenSlot();
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slot = (slot + Events::scroll) % 10;
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if (slot < 0) {
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slot += 10;
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}
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player->setChosenSlot(slot);
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}
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}
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void HudRenderer::drawOverlay(const GfxContext& ctx) {
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if (pause) {
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjView());
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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auto batch = ctx.getBatch2D();
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batch->begin();
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// draw fullscreen dark overlay
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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(0, 0, width, height);
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batch->render();
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}
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}
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void HudRenderer::draw(const GfxContext& ctx){
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auto level = frontend->getLevel();
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const Viewport& viewport = ctx.getViewport();
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const uint width = viewport.getWidth();
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const uint height = viewport.getHeight();
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Player* player = level->player;
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debugPanel->visible(player->debug);
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uicamera->setFov(height);
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auto batch = ctx.getBatch2D();
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batch->begin();
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjView());
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// Draw selected item preview
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hotbarView->setCoord(glm::vec2(width/2, height-65));
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hotbarView->setSelected(player->getChosenSlot());
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// Crosshair
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batch->begin();
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if (!pause && Events::_cursor_locked && !level->player->debug) {
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batch->lineWidth(2);
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batch->line(width/2, height/2-6, width/2, height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2+6, height/2, width/2-6, height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(width/2-5, height/2-5, width/2+5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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batch->line(width/2+5, height/2-5, width/2-5, height/2+5, 0.9f, 0.9f, 0.9f, 1.0f);
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}
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if (inventoryOpen) {
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auto caLayout = contentAccess->getLayout();
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auto invLayout = inventoryView->getLayout();
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float caWidth = caLayout->getSize().x;
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glm::vec2 invSize = invLayout->getSize();
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float width = viewport.getWidth();
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inventoryView->setCoord(glm::vec2(
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glm::min(width/2-invSize.x/2, width-caWidth-10-invSize.x),
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height/2-invSize.y/2
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));
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contentAccessPanel->setCoord(glm::vec2(width-caWidth, 0));
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}
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grabbedItemView->setCoord(glm::vec2(Events::cursor));
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batch->render();
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}
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bool HudRenderer::isInventoryOpen() const {
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return inventoryOpen;
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}
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bool HudRenderer::isPause() const {
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return pause;
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}
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