[Hotbar|WorkbenchWidget] Inventories linked.

This commit is contained in:
Quentin Bazin 2018-06-23 03:26:34 +02:00
parent a9f182ec61
commit 2eecb88ced
16 changed files with 86 additions and 50 deletions

View File

@ -14,7 +14,6 @@
#ifndef INVENTORYWIDGET_HPP_
#define INVENTORYWIDGET_HPP_
#include "Inventory.hpp"
#include "MouseItemWidget.hpp"
#include "SDLHeaders.hpp"
@ -22,7 +21,7 @@ class InventoryWidget : public Widget {
public:
InventoryWidget(Widget *parent = nullptr) : Widget(parent) {}
void init(const Inventory &inventory);
void init(Inventory &inventory);
void onEvent(const SDL_Event &event, MouseItemWidget &mouseItemWidget);

View File

@ -15,19 +15,25 @@
#define ITEMWIDGET_HPP_
#include "Image.hpp"
#include "Inventory.hpp"
#include "Widget.hpp"
class ItemWidget : public Widget {
public:
ItemWidget(u16 id, Widget *parent = nullptr);
ItemWidget(Inventory &inventory, u16 x, u16 y, Widget *parent = nullptr);
u16 item() const { return m_id; }
void setItem(u16 id);
void update();
u16 item() const { return m_inventory.getItem(m_x, m_y); }
void setItem(unsigned int id);
private:
void draw(RenderTarget &target, RenderStates states) const override;
u16 m_id = 0;
Inventory &m_inventory;
unsigned int m_x = 0;
unsigned int m_y = 0;
Image m_image;
};

View File

@ -18,7 +18,7 @@
class MouseItemWidget : public ItemWidget {
public:
MouseItemWidget(Widget *parent) : ItemWidget(0, parent) {}
MouseItemWidget(Widget *parent) : ItemWidget(m_inventory, 0, 0, parent) { update(); }
void onEvent(const SDL_Event &event);
@ -26,6 +26,8 @@ class MouseItemWidget : public ItemWidget {
private:
void updatePosition(float x, float y);
Inventory m_inventory{1, 1};
};
#endif // MOUSEITEMWIDGET_HPP_

View File

@ -18,7 +18,7 @@
class WorkbenchWidget : public Widget {
public:
WorkbenchWidget(Widget *parent = nullptr);
WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarInventory, Widget *parent = nullptr);
void onEvent(const SDL_Event &event);
@ -30,10 +30,10 @@ class WorkbenchWidget : public Widget {
Inventory m_craftingInventory{3, 3};
InventoryWidget m_craftingInventoryWidget{this};
Inventory m_inventory{9, 3};
InventoryWidget m_inventoryWidget{this};
Inventory &m_playerInventory;
InventoryWidget m_playerInventoryWidget{this};
Inventory m_hotbarInventory{9, 1};
Inventory &m_hotbarInventory;
InventoryWidget m_hotbarInventoryWidget{this};
MouseItemWidget m_mouseItemWidget{this};

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@ -16,16 +16,19 @@
#include <vector>
#include "Inventory.hpp"
#include "ItemWidget.hpp"
#include "SDLHeaders.hpp"
class Hotbar : public IDrawable {
public:
Hotbar();
Hotbar(Inventory &inventory);
void update();
void onEvent(const SDL_Event &event);
int cursorPos() const { return m_cursorPos; }
u16 currentItem() const { return m_inventory.getItem(m_cursorPos, 0); }
private:
void draw(RenderTarget &target, RenderStates states) const override;
@ -35,6 +38,8 @@ class Hotbar : public IDrawable {
Image m_cursor;
int m_cursorPos = 0;
Inventory &m_inventory;
std::vector<ItemWidget> m_items;
};

View File

@ -23,6 +23,7 @@ class Inventory {
Inventory(u16 width, u16 height)
: m_width(width), m_height(height) { m_items.resize(width * height); }
u16 getItem(u16 x, u16 y) { return m_items.at(x + y * m_width); }
void setItem(u16 x, u16 y, u16 id);
u16 width() const { return m_width; }

View File

@ -57,7 +57,9 @@ class GameState : public ApplicationState {
Crosshair m_crosshair;
Texture m_widgetTexture;
Hotbar m_hotbar;
Inventory m_playerInventory{9, 3};
Inventory m_hotbarInventory{9, 1};
Hotbar m_hotbar{m_hotbarInventory};
};
#endif // GAMESTATE_HPP_

View File

@ -20,7 +20,7 @@
class InventoryState : public ApplicationState {
public:
InventoryState(ApplicationState *parent = nullptr);
InventoryState(Inventory &playerInventory, Inventory &hotbarInventory, ApplicationState *parent = nullptr);
void onEvent(const SDL_Event &event) override;
@ -31,7 +31,10 @@ class InventoryState : public ApplicationState {
Shader m_shader;
WorkbenchWidget m_widget;
Inventory &m_playerInventory;
Inventory &m_hotbarInventory;
WorkbenchWidget m_widget{m_playerInventory, m_hotbarInventory};
};
#endif // INVENTORYSTATE_HPP_

View File

@ -13,12 +13,16 @@
*/
#include "InventoryWidget.hpp"
void InventoryWidget::init(const Inventory &inventory) {
void InventoryWidget::init(Inventory &inventory) {
m_itemWidgets.clear();
for (u16 y = 0 ; y < inventory.height() ; ++y)
for (u16 x = 0 ; x < inventory.width() ; ++x)
m_itemWidgets.emplace_back(inventory.items().at(x + y * inventory.width()), this).setPosition(x * 18, y * 18, 0);
for (u16 y = 0 ; y < inventory.height() ; ++y) {
for (u16 x = 0 ; x < inventory.width() ; ++x) {
ItemWidget &widget = m_itemWidgets.emplace_back(inventory, x, y, this);
widget.update();
widget.setPosition(x * 18, y * 18, 0);
}
}
m_width = inventory.width() * 18;
m_height = inventory.height() * 18;

View File

@ -13,21 +13,21 @@
*/
#include "ItemWidget.hpp"
ItemWidget::ItemWidget(u16 id, Widget *parent) : Widget(16, 16, parent) {
ItemWidget::ItemWidget(Inventory &inventory, u16 x, u16 y, Widget *parent)
: Widget(16, 16, parent), m_inventory(inventory), m_x(x), m_y(y)
{
m_image.load("texture-blocks");
m_image.setScale(2.0f / 3.0f, 2.0f / 3.0f, 1.0f);
m_image.setPosition(3, 3, 0);
setItem(id);
}
void ItemWidget::setItem(u16 id) {
m_id = id;
void ItemWidget::update() {
m_image.setClipRect(item() * 16, 0, 16, 16);
}
// if (id == 0)
// id = 15;
m_image.setClipRect(id * 16, 0, 16, 16);
void ItemWidget::setItem(unsigned int id) {
m_inventory.setItem(m_x, m_y, id);
update();
}
void ItemWidget::draw(RenderTarget &target, RenderStates states) const {

View File

@ -14,22 +14,17 @@
#include "Config.hpp"
#include "WorkbenchWidget.hpp"
WorkbenchWidget::WorkbenchWidget(Widget *parent) : Widget(176, 166, parent) {
WorkbenchWidget::WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarInventory, Widget *parent)
: Widget(176, 166, parent), m_playerInventory(playerInventory), m_hotbarInventory(hotbarInventory)
{
m_background.load("texture-workbench");
m_background.setClipRect(0, 0, 176, 166);
for (u16 i = 0 ; i < 12 ; ++i) {
if (i < 9)
m_hotbarInventory.setItem(i, 0, i + 1);
else
m_inventory.setItem(i - 9, 0, i + 1);
}
m_craftingInventoryWidget.init(m_craftingInventory);
m_craftingInventoryWidget.setPosition(29, 16, 0);
m_inventoryWidget.init(m_inventory);
m_inventoryWidget.setPosition(7, 83, 0);
m_playerInventoryWidget.init(m_playerInventory);
m_playerInventoryWidget.setPosition(7, 83, 0);
m_hotbarInventoryWidget.init(m_hotbarInventory);
m_hotbarInventoryWidget.setPosition(7, 141, 0);
@ -41,7 +36,7 @@ WorkbenchWidget::WorkbenchWidget(Widget *parent) : Widget(176, 166, parent) {
void WorkbenchWidget::onEvent(const SDL_Event &event) {
m_craftingInventoryWidget.onEvent(event, m_mouseItemWidget);
m_inventoryWidget.onEvent(event, m_mouseItemWidget);
m_playerInventoryWidget.onEvent(event, m_mouseItemWidget);
m_hotbarInventoryWidget.onEvent(event, m_mouseItemWidget);
m_mouseItemWidget.onEvent(event);
@ -53,7 +48,7 @@ void WorkbenchWidget::draw(RenderTarget &target, RenderStates states) const {
target.draw(m_background, states);
target.draw(m_craftingInventoryWidget, states);
target.draw(m_inventoryWidget, states);
target.draw(m_playerInventoryWidget, states);
target.draw(m_hotbarInventoryWidget, states);
target.draw(m_mouseItemWidget, states);

View File

@ -106,7 +106,7 @@ void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) {
m_selectedBlock.y / Chunk::height,
m_selectedBlock.z / Chunk::depth);
if (block && !block->onClickEvent(chunk)) {
if (block && !block->onClickEvent(chunk) && hotbar.currentItem()) {
int face = m_selectedBlock.w;
int x = m_selectedBlock.x;
@ -120,7 +120,7 @@ void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) {
if(face == 2) z++;
if(face == 5) z--;
m_world.setBlock(x, y, z, hotbar.cursorPos() + 1);
m_world.setBlock(x, y, z, hotbar.currentItem());
}
}
}

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@ -18,7 +18,7 @@
static const auto backgroundX = SCREEN_WIDTH / 2 - 182 * 3 / 2;
static const auto backgroundY = SCREEN_HEIGHT - 22 * 3;
Hotbar::Hotbar() {
Hotbar::Hotbar(Inventory &inventory) : m_inventory(inventory) {
m_background.load("texture-widgets");
m_background.setClipRect(0, 0, 182, 22);
m_background.setPosition(backgroundX, backgroundY, 0);
@ -29,13 +29,20 @@ Hotbar::Hotbar() {
m_cursor.setPosition(backgroundX - 3, backgroundY - 3, 0);
m_cursor.setScale(3, 3, 1);
for (u16 i = 1 ; i < 10 ; ++i) {
ItemWidget &widget = m_items.emplace_back(i);
widget.setPosition(backgroundX + 16 + 180 / 3.0 * (i - 1) - 8, backgroundY + 7, 0);
for (u16 i = 0 ; i < 9 ; ++i) {
ItemWidget &widget = m_items.emplace_back(m_inventory, i, 0);
widget.update();
widget.setPosition(backgroundX + 16 + 180 / 3.0 * i - 8.5, backgroundY + 7.5, 0);
widget.setScale(3, 3, 1);
}
}
void Hotbar::update() {
for (u16 i = 0 ; i < 9 ; ++i) {
m_items[i].setItem(m_inventory.getItem(i, 0));
}
}
void Hotbar::onEvent(const SDL_Event &event) {
if (event.type == SDL_MOUSEWHEEL) {
if (event.wheel.y == -1)

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@ -14,6 +14,6 @@
#include "Inventory.hpp"
void Inventory::setItem(u16 x, u16 y, u16 id) {
m_items.at(x + y * m_width) = id;
m_items[x + y * m_width] = id;
}

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@ -25,6 +25,13 @@
#include "Mouse.hpp"
GameState::GameState() {
for (u16 i = 0 ; i < 11 ; ++i) {
if (i < 9)
m_hotbarInventory.setItem(i, 0, i + 1);
else
m_playerInventory.setItem(i - 9, 0, i + 1);
}
initShaders();
}
@ -77,10 +84,13 @@ void GameState::update() {
if (&m_stateStack->top() == this)
m_viewMatrix = m_camera.processInputs(m_world);
// FIXME: Shouldn't be called every tick
m_hotbar.update();
m_blockCursor.update(false);
if (Keyboard::isKeyPressedOnce(Keyboard::E) && &m_stateStack->top() == this) {
m_stateStack->push<InventoryState>(this);
m_stateStack->push<InventoryState>(m_playerInventory, m_hotbarInventory, this);
}
}

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@ -15,7 +15,9 @@
#include "InventoryState.hpp"
#include "Mouse.hpp"
InventoryState::InventoryState(ApplicationState *parent) : ApplicationState(parent) {
InventoryState::InventoryState(Inventory &playerInventory, Inventory &hotbarInventory, ApplicationState *parent)
: ApplicationState(parent), m_playerInventory{playerInventory}, m_hotbarInventory{hotbarInventory}
{
m_shader.createProgram();
m_shader.addShader(GL_VERTEX_SHADER, "shaders/basic.v.glsl");
m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/basic.f.glsl");