[Hotbar|WorkbenchWidget] Inventories linked.
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@ -14,7 +14,6 @@
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#ifndef INVENTORYWIDGET_HPP_
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#define INVENTORYWIDGET_HPP_
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#include "Inventory.hpp"
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#include "MouseItemWidget.hpp"
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#include "SDLHeaders.hpp"
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@ -22,7 +21,7 @@ class InventoryWidget : public Widget {
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public:
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InventoryWidget(Widget *parent = nullptr) : Widget(parent) {}
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void init(const Inventory &inventory);
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void init(Inventory &inventory);
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void onEvent(const SDL_Event &event, MouseItemWidget &mouseItemWidget);
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@ -15,19 +15,25 @@
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#define ITEMWIDGET_HPP_
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#include "Image.hpp"
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#include "Inventory.hpp"
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#include "Widget.hpp"
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class ItemWidget : public Widget {
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public:
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ItemWidget(u16 id, Widget *parent = nullptr);
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ItemWidget(Inventory &inventory, u16 x, u16 y, Widget *parent = nullptr);
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u16 item() const { return m_id; }
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void setItem(u16 id);
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void update();
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u16 item() const { return m_inventory.getItem(m_x, m_y); }
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void setItem(unsigned int id);
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private:
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void draw(RenderTarget &target, RenderStates states) const override;
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u16 m_id = 0;
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Inventory &m_inventory;
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unsigned int m_x = 0;
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unsigned int m_y = 0;
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Image m_image;
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};
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@ -18,7 +18,7 @@
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class MouseItemWidget : public ItemWidget {
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public:
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MouseItemWidget(Widget *parent) : ItemWidget(0, parent) {}
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MouseItemWidget(Widget *parent) : ItemWidget(m_inventory, 0, 0, parent) { update(); }
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void onEvent(const SDL_Event &event);
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@ -26,6 +26,8 @@ class MouseItemWidget : public ItemWidget {
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private:
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void updatePosition(float x, float y);
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Inventory m_inventory{1, 1};
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};
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#endif // MOUSEITEMWIDGET_HPP_
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@ -18,7 +18,7 @@
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class WorkbenchWidget : public Widget {
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public:
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WorkbenchWidget(Widget *parent = nullptr);
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WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarInventory, Widget *parent = nullptr);
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void onEvent(const SDL_Event &event);
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@ -30,10 +30,10 @@ class WorkbenchWidget : public Widget {
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Inventory m_craftingInventory{3, 3};
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InventoryWidget m_craftingInventoryWidget{this};
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Inventory m_inventory{9, 3};
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InventoryWidget m_inventoryWidget{this};
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Inventory &m_playerInventory;
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InventoryWidget m_playerInventoryWidget{this};
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Inventory m_hotbarInventory{9, 1};
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Inventory &m_hotbarInventory;
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InventoryWidget m_hotbarInventoryWidget{this};
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MouseItemWidget m_mouseItemWidget{this};
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@ -16,16 +16,19 @@
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#include <vector>
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#include "Inventory.hpp"
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#include "ItemWidget.hpp"
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#include "SDLHeaders.hpp"
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class Hotbar : public IDrawable {
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public:
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Hotbar();
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Hotbar(Inventory &inventory);
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void update();
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void onEvent(const SDL_Event &event);
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int cursorPos() const { return m_cursorPos; }
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u16 currentItem() const { return m_inventory.getItem(m_cursorPos, 0); }
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private:
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void draw(RenderTarget &target, RenderStates states) const override;
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@ -35,6 +38,8 @@ class Hotbar : public IDrawable {
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Image m_cursor;
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int m_cursorPos = 0;
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Inventory &m_inventory;
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std::vector<ItemWidget> m_items;
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};
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@ -23,6 +23,7 @@ class Inventory {
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Inventory(u16 width, u16 height)
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: m_width(width), m_height(height) { m_items.resize(width * height); }
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u16 getItem(u16 x, u16 y) { return m_items.at(x + y * m_width); }
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void setItem(u16 x, u16 y, u16 id);
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u16 width() const { return m_width; }
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@ -57,7 +57,9 @@ class GameState : public ApplicationState {
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Crosshair m_crosshair;
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Texture m_widgetTexture;
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Hotbar m_hotbar;
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Inventory m_playerInventory{9, 3};
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Inventory m_hotbarInventory{9, 1};
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Hotbar m_hotbar{m_hotbarInventory};
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};
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#endif // GAMESTATE_HPP_
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@ -20,7 +20,7 @@
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class InventoryState : public ApplicationState {
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public:
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InventoryState(ApplicationState *parent = nullptr);
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InventoryState(Inventory &playerInventory, Inventory &hotbarInventory, ApplicationState *parent = nullptr);
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void onEvent(const SDL_Event &event) override;
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@ -31,7 +31,10 @@ class InventoryState : public ApplicationState {
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Shader m_shader;
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WorkbenchWidget m_widget;
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Inventory &m_playerInventory;
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Inventory &m_hotbarInventory;
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WorkbenchWidget m_widget{m_playerInventory, m_hotbarInventory};
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};
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#endif // INVENTORYSTATE_HPP_
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@ -13,12 +13,16 @@
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*/
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#include "InventoryWidget.hpp"
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void InventoryWidget::init(const Inventory &inventory) {
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void InventoryWidget::init(Inventory &inventory) {
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m_itemWidgets.clear();
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for (u16 y = 0 ; y < inventory.height() ; ++y)
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for (u16 x = 0 ; x < inventory.width() ; ++x)
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m_itemWidgets.emplace_back(inventory.items().at(x + y * inventory.width()), this).setPosition(x * 18, y * 18, 0);
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for (u16 y = 0 ; y < inventory.height() ; ++y) {
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for (u16 x = 0 ; x < inventory.width() ; ++x) {
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ItemWidget &widget = m_itemWidgets.emplace_back(inventory, x, y, this);
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widget.update();
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widget.setPosition(x * 18, y * 18, 0);
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}
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}
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m_width = inventory.width() * 18;
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m_height = inventory.height() * 18;
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@ -13,21 +13,21 @@
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*/
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#include "ItemWidget.hpp"
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ItemWidget::ItemWidget(u16 id, Widget *parent) : Widget(16, 16, parent) {
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ItemWidget::ItemWidget(Inventory &inventory, u16 x, u16 y, Widget *parent)
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: Widget(16, 16, parent), m_inventory(inventory), m_x(x), m_y(y)
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{
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m_image.load("texture-blocks");
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m_image.setScale(2.0f / 3.0f, 2.0f / 3.0f, 1.0f);
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m_image.setPosition(3, 3, 0);
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setItem(id);
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}
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void ItemWidget::setItem(u16 id) {
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m_id = id;
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void ItemWidget::update() {
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m_image.setClipRect(item() * 16, 0, 16, 16);
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}
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// if (id == 0)
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// id = 15;
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m_image.setClipRect(id * 16, 0, 16, 16);
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void ItemWidget::setItem(unsigned int id) {
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m_inventory.setItem(m_x, m_y, id);
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update();
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}
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void ItemWidget::draw(RenderTarget &target, RenderStates states) const {
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@ -14,22 +14,17 @@
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#include "Config.hpp"
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#include "WorkbenchWidget.hpp"
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WorkbenchWidget::WorkbenchWidget(Widget *parent) : Widget(176, 166, parent) {
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WorkbenchWidget::WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarInventory, Widget *parent)
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: Widget(176, 166, parent), m_playerInventory(playerInventory), m_hotbarInventory(hotbarInventory)
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{
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m_background.load("texture-workbench");
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m_background.setClipRect(0, 0, 176, 166);
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for (u16 i = 0 ; i < 12 ; ++i) {
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if (i < 9)
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m_hotbarInventory.setItem(i, 0, i + 1);
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else
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m_inventory.setItem(i - 9, 0, i + 1);
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}
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m_craftingInventoryWidget.init(m_craftingInventory);
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m_craftingInventoryWidget.setPosition(29, 16, 0);
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m_inventoryWidget.init(m_inventory);
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m_inventoryWidget.setPosition(7, 83, 0);
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m_playerInventoryWidget.init(m_playerInventory);
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m_playerInventoryWidget.setPosition(7, 83, 0);
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m_hotbarInventoryWidget.init(m_hotbarInventory);
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m_hotbarInventoryWidget.setPosition(7, 141, 0);
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@ -41,7 +36,7 @@ WorkbenchWidget::WorkbenchWidget(Widget *parent) : Widget(176, 166, parent) {
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void WorkbenchWidget::onEvent(const SDL_Event &event) {
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m_craftingInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_inventoryWidget.onEvent(event, m_mouseItemWidget);
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m_playerInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_hotbarInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_mouseItemWidget.onEvent(event);
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@ -53,7 +48,7 @@ void WorkbenchWidget::draw(RenderTarget &target, RenderStates states) const {
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target.draw(m_background, states);
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target.draw(m_craftingInventoryWidget, states);
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target.draw(m_inventoryWidget, states);
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target.draw(m_playerInventoryWidget, states);
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target.draw(m_hotbarInventoryWidget, states);
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target.draw(m_mouseItemWidget, states);
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@ -106,7 +106,7 @@ void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) {
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m_selectedBlock.y / Chunk::height,
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m_selectedBlock.z / Chunk::depth);
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if (block && !block->onClickEvent(chunk)) {
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if (block && !block->onClickEvent(chunk) && hotbar.currentItem()) {
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int face = m_selectedBlock.w;
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int x = m_selectedBlock.x;
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@ -120,7 +120,7 @@ void BlockCursor::onEvent(const SDL_Event &event, const Hotbar &hotbar) {
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if(face == 2) z++;
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if(face == 5) z--;
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m_world.setBlock(x, y, z, hotbar.cursorPos() + 1);
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m_world.setBlock(x, y, z, hotbar.currentItem());
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}
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}
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}
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@ -18,7 +18,7 @@
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static const auto backgroundX = SCREEN_WIDTH / 2 - 182 * 3 / 2;
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static const auto backgroundY = SCREEN_HEIGHT - 22 * 3;
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Hotbar::Hotbar() {
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Hotbar::Hotbar(Inventory &inventory) : m_inventory(inventory) {
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m_background.load("texture-widgets");
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m_background.setClipRect(0, 0, 182, 22);
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m_background.setPosition(backgroundX, backgroundY, 0);
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@ -29,13 +29,20 @@ Hotbar::Hotbar() {
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m_cursor.setPosition(backgroundX - 3, backgroundY - 3, 0);
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m_cursor.setScale(3, 3, 1);
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for (u16 i = 1 ; i < 10 ; ++i) {
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ItemWidget &widget = m_items.emplace_back(i);
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widget.setPosition(backgroundX + 16 + 180 / 3.0 * (i - 1) - 8, backgroundY + 7, 0);
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for (u16 i = 0 ; i < 9 ; ++i) {
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ItemWidget &widget = m_items.emplace_back(m_inventory, i, 0);
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widget.update();
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widget.setPosition(backgroundX + 16 + 180 / 3.0 * i - 8.5, backgroundY + 7.5, 0);
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widget.setScale(3, 3, 1);
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}
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}
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void Hotbar::update() {
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for (u16 i = 0 ; i < 9 ; ++i) {
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m_items[i].setItem(m_inventory.getItem(i, 0));
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}
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}
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void Hotbar::onEvent(const SDL_Event &event) {
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if (event.type == SDL_MOUSEWHEEL) {
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if (event.wheel.y == -1)
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@ -14,6 +14,6 @@
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#include "Inventory.hpp"
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void Inventory::setItem(u16 x, u16 y, u16 id) {
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m_items.at(x + y * m_width) = id;
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m_items[x + y * m_width] = id;
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}
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@ -25,6 +25,13 @@
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#include "Mouse.hpp"
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GameState::GameState() {
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for (u16 i = 0 ; i < 11 ; ++i) {
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if (i < 9)
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m_hotbarInventory.setItem(i, 0, i + 1);
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else
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m_playerInventory.setItem(i - 9, 0, i + 1);
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}
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initShaders();
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}
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@ -77,10 +84,13 @@ void GameState::update() {
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if (&m_stateStack->top() == this)
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m_viewMatrix = m_camera.processInputs(m_world);
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// FIXME: Shouldn't be called every tick
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m_hotbar.update();
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m_blockCursor.update(false);
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if (Keyboard::isKeyPressedOnce(Keyboard::E) && &m_stateStack->top() == this) {
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m_stateStack->push<InventoryState>(this);
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m_stateStack->push<InventoryState>(m_playerInventory, m_hotbarInventory, this);
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}
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}
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@ -15,7 +15,9 @@
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#include "InventoryState.hpp"
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#include "Mouse.hpp"
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InventoryState::InventoryState(ApplicationState *parent) : ApplicationState(parent) {
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InventoryState::InventoryState(Inventory &playerInventory, Inventory &hotbarInventory, ApplicationState *parent)
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: ApplicationState(parent), m_playerInventory{playerInventory}, m_hotbarInventory{hotbarInventory}
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{
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m_shader.createProgram();
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m_shader.addShader(GL_VERTEX_SHADER, "shaders/basic.v.glsl");
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m_shader.addShader(GL_FRAGMENT_SHADER, "shaders/basic.f.glsl");
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