From 892b9732751b64c2016ba476801e1fe4ed4e750f Mon Sep 17 00:00:00 2001 From: LaG1924 <12997935+LaG1924@users.noreply.github.com> Date: Sat, 16 Sep 2017 20:48:19 +0500 Subject: 2017-09-16 --- src/Render.cpp | 96 +++++++++++++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 82 insertions(+), 14 deletions(-) (limited to 'src/Render.cpp') diff --git a/src/Render.cpp b/src/Render.cpp index 2382ec2..1473ae0 100644 --- a/src/Render.cpp +++ b/src/Render.cpp @@ -153,6 +153,7 @@ void Render::HandleEvents() { SetMouseCapture(false); if (state == GlobalState::Playing) state = GlobalState::Paused; + isDisplayInventory = false; break; } break; @@ -298,8 +299,10 @@ void Render::RenderGui() { ImGui::Text("TPS: %.1f (%.2fms)", 1000.0f/gameTime, gameTime); ImGui::Text("Sections loaded: %d", (int)DebugInfo::totalSections); ImGui::Text("SectionsRenderer: %d (%d)", (int)DebugInfo::renderSections, (int)DebugInfo::readyRenderer); - if (world) + if (world) { ImGui::Text("Player pos: %.1f %.1f %.1f", world->GameStatePtr()->g_PlayerX, world->GameStatePtr()->g_PlayerY, world->GameStatePtr()->g_PlayerZ); + ImGui::Text("Player health: %.1f/%.1f", world->GameStatePtr()->g_PlayerHealth, 20.0f); + } ImGui::End(); @@ -324,25 +327,90 @@ void Render::RenderGui() { break; case GlobalState::Playing: if (isDisplayInventory) { + auto renderSlot = [](const SlotData &slot, int i) -> bool { + return ImGui::Button(((slot.BlockId == -1 ? " ##" : + AssetManager::Instance().GetAssetNameByBlockId(BlockId{ (unsigned short)slot.BlockId,0 }) +" x"+std::to_string(slot.ItemCount) + "##") + + std::to_string(i)).c_str()); + }; ImGui::SetNextWindowPosCenter(); ImGui::Begin("Inventory", 0, windowFlags); Window& inventory = world->GameStatePtr()->playerInventory; - for (int i = 0; i < inventory.slots.size()+1; i++) { - SlotData slot; - if (i == inventory.slots.size()) - slot = inventory.handSlot; - else - slot = inventory.slots[i]; - - if (slot.BlockId == -1) { - ImGui::Button("Empty"); - continue; + //Hand and drop slots + if (renderSlot(inventory.handSlot, -1)) { + + } + ImGui::SameLine(); + if (ImGui::Button("Drop")) { + inventory.MakeClick(-1, true, true); + } + ImGui::SameLine(); + ImGui::Text("Hand slot and drop mode"); + ImGui::Separator(); + //Crafting + if (renderSlot(inventory.slots[1], 1)) { + inventory.MakeClick(1, true); + } + ImGui::SameLine(); + if (renderSlot(inventory.slots[2], 2)) { + inventory.MakeClick(2, true); + } + //Crafting result + ImGui::SameLine(); + ImGui::Text("Result"); + ImGui::SameLine(); + if (renderSlot(inventory.slots[0], 0)) { + inventory.MakeClick(0, true); + } + //Crafting second line + if (renderSlot(inventory.slots[3], 3)) { + inventory.MakeClick(3, true); + } + ImGui::SameLine(); + if (renderSlot(inventory.slots[4], 4)) { + inventory.MakeClick(4, true); + } + ImGui::Separator(); + //Armor and offhand + for (int i = 5; i < 8+1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, true); } - std::string slotName = AssetManager::Instance().GetAssetNameByBlockId(BlockId{(unsigned short) slot.BlockId,0 }); - if (ImGui::Button((slotName + "##"+std::to_string(i)).c_str())) { + ImGui::SameLine(); + } + if (renderSlot(inventory.slots[45], 45)) { + inventory.MakeClick(45, true); + } + ImGui::SameLine(); + ImGui::Text("Armor and offhand"); + ImGui::Separator(); + for (int i = 36; i < 44+1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, true); + } + ImGui::SameLine(); + } + ImGui::Text("Hotbar"); + ImGui::Separator(); + ImGui::Text("Main inventory"); + for (int i = 9; i < 17 + 1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, true); + } + ImGui::SameLine(); + } + ImGui::Text(""); + for (int i = 18; i < 26 + 1; i++) { + if (renderSlot(inventory.slots[i], i)) { + inventory.MakeClick(i, true); + } + ImGui::SameLine(); + } + ImGui::Text(""); + for (int i = 27; i < 35 + 1; i++) { + if (renderSlot(inventory.slots[i], i)) { inventory.MakeClick(i, true); - LOG(INFO) << "Clicked " << slotName << "("<