WIP on merging TableWidget and InventoryScreen

This commit is contained in:
UnknownShadow200 2022-01-22 11:00:28 +11:00
parent 2b55c6fdb8
commit 4032a89563
3 changed files with 389 additions and 378 deletions

View file

@ -21,6 +21,7 @@
#include "World.h"
#include "Input.h"
#include "Utils.h"
#include "IsometricDrawer.h"
#define CHAT_MAX_STATUS Array_Elems(Chat_Status)
#define CHAT_MAX_BOTTOMRIGHT Array_Elems(Chat_BottomRight)
@ -1401,11 +1402,388 @@ static struct InventoryScreen {
struct FontDesc font;
struct TableWidget table;
cc_bool releasedInv, deferredSelect;
/* Table fields */
int x, y, width, height;
cc_bool active;
cc_bool disabled;
cc_uint8 horAnchor, verAnchor;
int xOffset, yOffset;
Widget_LeftClick MenuClick;
int blocksCount, blocksPerRow;
int rowsTotal, rowsVisible;
int lastCreatedIndex;
int selectedIndex, cellSizeX, cellSizeY;
float selBlockExpand;
cc_bool pendingClose;
float scale;
BlockID blocks[BLOCK_COUNT];
struct ScrollbarWidget scroll;
struct Texture descTex;
int lastX, lastY, paddingX;
int paddingTopY, paddingMaxY;
} InventoryScreen_Instance;
static int Table_X(struct InventoryScreen* s) { return s->x - s->paddingX; }
static int Table_Y(struct InventoryScreen* s) { return s->y - s->paddingTopY; }
static int Table_Width(struct InventoryScreen* s) {
return s->blocksPerRow * s->cellSizeX + s->paddingX * 2;
}
static int Table_Height(struct InventoryScreen* s) {
return s->rowsVisible * s->cellSizeY + s->paddingTopY + s->paddingMaxY;
}
#define TABLE_MAX_VERTICES (8 * 10 * ISOMETRICDRAWER_MAXVERTICES)
static cc_bool TableWidget_GetCoords(struct InventoryScreen* s, int i, int* cellX, int* cellY) {
int x, y;
x = i % s->blocksPerRow;
y = i / s->blocksPerRow - s->scroll.topRow;
*cellX = s->x + s->cellSizeX * x;
*cellY = s->y + s->cellSizeY * y + 3;
return y >= 0 && y < s->rowsVisible;
}
static void TableWidget_MoveCursorToSelected(struct InventoryScreen* s) {
int x, y, idx;
if (s->selectedIndex == -1) return;
idx = s->selectedIndex;
TableWidget_GetCoords(s, idx, &x, &y);
x += s->cellSizeX / 2; y += s->cellSizeY / 2;
Cursor_SetPosition(x, y);
}
static void TableWidget_MakeBlockDesc(struct InventoryScreen* s, cc_string* desc, BlockID block) {
cc_string name;
int block_ = block;
if (Game_PureClassic) { String_AppendConst(desc, "Select block"); return; }
if (block == BLOCK_AIR) return;
name = Block_UNSAFE_GetName(block);
String_AppendString(desc, &name);
if (Game_ClassicMode) return;
String_Format1(desc, " (ID %i&f", &block_);
if (!Blocks.CanPlace[block]) { String_AppendConst(desc, ", place &cNo&f"); }
if (!Blocks.CanDelete[block]) { String_AppendConst(desc, ", delete &cNo&f"); }
String_Append(desc, ')');
}
static void TableWidget_UpdateDescTexPos(struct InventoryScreen* s) {
s->descTex.X = s->x + s->width / 2 - s->descTex.Width / 2;
s->descTex.Y = s->y - s->descTex.Height - 5;
}
static void TableWidget_RecreateDescTex(struct InventoryScreen* s) {
BlockID block;
if (s->selectedIndex == s->lastCreatedIndex) return;
if (s->blocksCount == 0) return;
s->lastCreatedIndex = s->selectedIndex;
block = s->selectedIndex == -1 ? BLOCK_AIR : s->blocks[s->selectedIndex];
TableWidget_MakeDescTex(s, block);
}
void TableWidget_MakeDescTex(struct InventoryScreen* s, BlockID block) {
cc_string desc; char descBuffer[STRING_SIZE * 2];
struct DrawTextArgs args;
Gfx_DeleteTexture(&s->descTex.ID);
String_InitArray(desc, descBuffer);
TableWidget_MakeBlockDesc(s, &desc, block);
if (!desc.length) return;
DrawTextArgs_Make(&args, &desc, &s->font, true);
Drawer2D_MakeTextTexture(&s->descTex, &args);
TableWidget_UpdateDescTexPos(s);
}
static cc_bool TableWidget_RowEmpty(struct InventoryScreen* s, int start) {
int i, end = min(start + s->blocksPerRow, Array_Elems(Inventory.Map));
for (i = start; i < end; i++) {
if (Inventory.Map[i] != BLOCK_AIR) return false;
}
return true;
}
void TableWidget_RecreateBlocks(struct InventoryScreen* s) {
int i, max = Game_UseCPEBlocks ? BLOCK_COUNT : BLOCK_ORIGINAL_COUNT;
BlockID block;
s->blocksCount = 0;
for (i = 0; i < Array_Elems(Inventory.Map); ) {
if ((i % s->blocksPerRow) == 0 && TableWidget_RowEmpty(s, i)) {
i += s->blocksPerRow; continue;
}
block = Inventory.Map[i];
if (block < max) { s->blocks[s->blocksCount++] = block; }
i++;
}
s->rowsTotal = Math_CeilDiv(s->blocksCount, s->blocksPerRow);
Widget_Layout(s);
}
static void TableWidget_Render(void* widget, double delta) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
struct VertexTextured vertices[TABLE_MAX_VERTICES];
int cellSizeX, cellSizeY, size;
float off;
int i, x, y;
/* These were sourced by taking a screenshot of vanilla */
/* Then using paint to extract the color components */
/* Then using wolfram alpha to solve the glblendfunc equation */
PackedCol topBackColor = PackedCol_Make( 34, 34, 34, 168);
PackedCol bottomBackColor = PackedCol_Make( 57, 57, 104, 202);
PackedCol topSelColor = PackedCol_Make(255, 255, 255, 142);
PackedCol bottomSelColor = PackedCol_Make(255, 255, 255, 192);
Gfx_Draw2DGradient(Table_X(s), Table_Y(s),
Table_Width(s), Table_Height(s), topBackColor, bottomBackColor);
if (s->rowsVisible < s->rowsTotal) {
Elem_Render(&s->scroll, delta);
}
cellSizeX = s->cellSizeX;
cellSizeY = s->cellSizeY;
if (s->selectedIndex != -1 && Game_ClassicMode && s->blocks[s->selectedIndex] != BLOCK_AIR) {
TableWidget_GetCoords(s, s->selectedIndex, &x, &y);
/* TODO: Need two size arguments, in case X/Y dpi differs */
off = cellSizeX * 0.1f;
size = (int)(cellSizeX + off * 2);
Gfx_Draw2DGradient((int)(x - off), (int)(y - off),
size, size, topSelColor, bottomSelColor);
}
Gfx_SetTexturing(true);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
IsometricDrawer_BeginBatch(vertices, s->vb);
for (i = 0; i < s->blocksCount; i++) {
if (!TableWidget_GetCoords(s, i, &x, &y)) continue;
/* We want to always draw the selected block on top of others */
/* TODO: Need two size arguments, in case X/Y dpi differs */
if (i == s->selectedIndex) continue;
IsometricDrawer_DrawBatch(s->blocks[i], cellSizeX * 0.7f / 2.0f,
x + cellSizeX / 2, y + cellSizeY / 2);
}
i = s->selectedIndex;
if (i != -1) {
TableWidget_GetCoords(s, i, &x, &y);
IsometricDrawer_DrawBatch(s->blocks[i],
(cellSizeX + s->selBlockExpand) * 0.7f / 2.0f,
x + cellSizeX / 2, y + cellSizeY / 2);
}
IsometricDrawer_EndBatch();
if (s->descTex.ID) { Texture_Render(&s->descTex); }
Gfx_SetTexturing(false);
}
static void TableWidget_Free(void* widget) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
Gfx_DeleteDynamicVb(&s->vb);
Gfx_DeleteTexture(&s->descTex.ID);
s->lastCreatedIndex = -1000;
}
void TableWidget_Recreate(struct InventoryScreen* s) {
Elem_Free(s);
Gfx_RecreateDynamicVb(&s->vb, VERTEX_FORMAT_TEXTURED, TABLE_MAX_VERTICES);
TableWidget_RecreateDescTex(s);
}
static void TableWidget_Reposition(void* widget) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
float scale = s->scale;
int cellSize;
cellSize = (int)(50 * Math_SqrtF(scale));
s->cellSizeX = Display_ScaleX(cellSize);
s->cellSizeY = Display_ScaleY(cellSize);
s->selBlockExpand = 25.0f * Math_SqrtF(scale);
s->rowsVisible = min(8, s->rowsTotal); /* 8 rows max */
do {
s->width = s->cellSizeX * s->blocksPerRow;
s->height = s->cellSizeY * s->rowsVisible;
Widget_CalcPosition(s);
TableWidget_UpdateDescTexPos(s);
/* Does the table fit on screen? */
if (Game_ClassicMode || Table_Y(s) >= 0) break;
s->rowsVisible--;
} while (s->rowsVisible > 1);
s->scroll.x = Table_X(s) + Table_Width(s);
s->scroll.y = Table_Y(s);
s->scroll.height = Table_Height(s);
s->scroll.rowsTotal = s->rowsTotal;
s->scroll.rowsVisible = s->rowsVisible;
}
static void TableWidget_ScrollRelative(struct InventoryScreen* s, int delta) {
int start = s->selectedIndex, index = start;
index += delta;
if (index < 0) index -= delta;
if (index >= s->blocksCount) index -= delta;
s->selectedIndex = index;
/* adjust scrollbar by number of rows moved up/down */
s->scroll.topRow += (index / s->blocksPerRow) - (start / s->blocksPerRow);
ScrollbarWidget_ClampTopRow(&s->scroll);
TableWidget_RecreateDescTex(s);
TableWidget_MoveCursorToSelected(s);
}
static int TableWidget_PointerDown(void* widget, int id, int x, int y) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
s->pendingClose = false;
if (Elem_HandlesPointerDown(&s->scroll, id, x, y)) {
return TOUCH_TYPE_GUI;
} else if (s->selectedIndex != -1 && s->blocks[s->selectedIndex] != BLOCK_AIR) {
Inventory_SetSelectedBlock(s->blocks[s->selectedIndex]);
s->pendingClose = true;
return TOUCH_TYPE_GUI;
} else if (Gui_Contains(Table_X(s), Table_Y(s), Table_Width(s), Table_Height(s), x, y)) {
return TOUCH_TYPE_GUI;
}
return false;
}
static void TableWidget_PointerUp(void* widget, int id, int x, int y) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
Elem_OnPointerUp(&s->scroll, id, x, y);
}
static int TableWidget_MouseScroll(void* widget, float delta) {
struct InventoryScreen* s = (struct InventoryScreen*)widget;
int origTopRow, index;
cc_bool bounds = Gui_ContainsPointers(Table_X(s), Table_Y(s),
Table_Width(s) + s->scroll.width, Table_Height(s));
if (!bounds) return false;
origTopRow = s->scroll.topRow;
Elem_HandlesMouseScroll(&s->scroll, delta);
if (s->selectedIndex == -1) return true;
index = s->selectedIndex;
index += (s->scroll.topRow - origTopRow) * s->blocksPerRow;
if (index >= s->blocksCount) index = -1;
s->selectedIndex = index;
TableWidget_RecreateDescTex(s);
return true;
}
static int TableWidget_PointerMove(void* widget, int id, int x, int y) {
struct InventoryScreen* s = (struct TableWidget*)widget;
int cellSizeX, cellSizeY, maxHeight;
int i, cellX, cellY;
if (Elem_HandlesPointerMove(&s->scroll, id, x, y)) return true;
if (s->lastX == x && s->lastY == y) return true;
s->lastX = x; s->lastY = y;
s->selectedIndex = -1;
cellSizeX = s->cellSizeX;
cellSizeY = s->cellSizeY;
maxHeight = cellSizeY * s->rowsVisible;
if (Gui_Contains(s->x, s->y + 3, s->width, maxHeight - 3 * 2, x, y)) {
for (i = 0; i < s->blocksCount; i++) {
TableWidget_GetCoords(s, i, &cellX, &cellY);
if (Gui_Contains(cellX, cellY, cellSizeX, cellSizeY, x, y)) {
s->selectedIndex = i;
break;
}
}
}
TableWidget_RecreateDescTex(s);
return true;
}
static int TableWidget_KeyDown(void* widget, int key) {
struct InventoryScreen* s = (struct TableWidget*)widget;
if (s->selectedIndex == -1) return false;
if (key == KEY_LEFT || key == KEY_KP4) {
TableWidget_ScrollRelative(s, -1);
} else if (key == KEY_RIGHT || key == KEY_KP6) {
TableWidget_ScrollRelative(s, 1);
} else if (key == KEY_UP || key == KEY_KP8) {
TableWidget_ScrollRelative(s, -s->blocksPerRow);
} else if (key == KEY_DOWN || key == KEY_KP2) {
TableWidget_ScrollRelative(s, s->blocksPerRow);
} else {
return false;
}
return true;
}
void TableWidget_Create(struct InventoryScreen* s) {
Widget_Reset(s);
s->lastCreatedIndex = -1000;
ScrollbarWidget_Create(&s->scroll);
s->horAnchor = ANCHOR_CENTRE;
s->verAnchor = ANCHOR_CENTRE;
s->lastX = -20; s->lastY = -20;
s->scale = 1;
s->paddingX = Display_ScaleX(15);
s->paddingTopY = Display_ScaleY(15 + 20);
s->paddingMaxY = Display_ScaleX(15);
}
void TableWidget_SetBlockTo(struct InventoryScreen* s, BlockID block) {
int i;
s->selectedIndex = -1;
for (i = 0; i < s->blocksCount; i++) {
if (s->blocks[i] == block) s->selectedIndex = i;
}
/* When holding air, inventory should open at middle */
if (block == BLOCK_AIR) s->selectedIndex = -1;
s->scroll.topRow = s->selectedIndex / s->blocksPerRow;
s->scroll.topRow -= (s->rowsVisible - 1);
ScrollbarWidget_ClampTopRow(&s->scroll);
TableWidget_MoveCursorToSelected(s);
TableWidget_RecreateDescTex(s);
}
void TableWidget_OnInventoryChanged(struct InventoryScreen* s) {
TableWidget_RecreateBlocks(s);
if (s->selectedIndex >= s->blocksCount) {
s->selectedIndex = s->blocksCount - 1;
}
s->lastX = -1; s->lastY = -1;
s->scroll.topRow = s->selectedIndex / s->blocksPerRow;
ScrollbarWidget_ClampTopRow(&s->scroll);
TableWidget_RecreateDescTex(s);
}
static void InventoryScreen_OnBlockChanged(void* screen) {
struct InventoryScreen* s = (struct InventoryScreen*)screen;
TableWidget_OnInventoryChanged(&s->table);
TableWidget_OnInventoryChanged(s);
}
static void InventoryScreen_ContextLost(void* screen) {
@ -1417,30 +1795,28 @@ static void InventoryScreen_ContextLost(void* screen) {
static void InventoryScreen_ContextRecreated(void* screen) {
struct InventoryScreen* s = (struct InventoryScreen*)screen;
Gui_MakeBodyFont(&s->font);
TableWidget_Recreate(&s->table);
TableWidget_Recreate(s);
}
static void InventoryScreen_BuildMesh(void* screen) { }
static void InventoryScreen_MoveToSelected(struct InventoryScreen* s) {
struct TableWidget* table = &s->table;
TableWidget_SetBlockTo(table, Inventory_SelectedBlock);
TableWidget_Recreate(table);
TableWidget_SetBlockTo(s, Inventory_SelectedBlock);
TableWidget_Recreate(s);
s->deferredSelect = false;
/* User is holding invalid block */
if (table->selectedIndex == -1) {
TableWidget_MakeDescTex(table, Inventory_SelectedBlock);
if (s->selectedIndex == -1) {
TableWidget_MakeDescTex(s, Inventory_SelectedBlock);
}
}
static void InventoryScreen_Init(void* screen) {
struct InventoryScreen* s = (struct InventoryScreen*)screen;
TableWidget_Create(&s->table);
s->table.font = &s->font;
s->table.blocksPerRow = Inventory.BlocksPerRow;
TableWidget_RecreateBlocks(&s->table);
TableWidget_Create(s);
s->blocksPerRow = Inventory.BlocksPerRow;
TableWidget_RecreateBlocks(s);
/* Can't immediately move to selected here, because cursor grabbed */
/* status might be toggled after InventoryScreen_Init() is called. */

View file

@ -255,7 +255,7 @@ void ButtonWidget_SetConst(struct ButtonWidget* w, const char* text, struct Font
#define SCROLL_BAR_COL PackedCol_Make(100, 100, 100, 220)
#define SCROLL_HOVER_COL PackedCol_Make(122, 122, 122, 220)
static void ScrollbarWidget_ClampTopRow(struct ScrollbarWidget* w) {
void ScrollbarWidget_ClampTopRow(struct ScrollbarWidget* w) {
int maxTop = w->rowsTotal - w->rowsVisible;
if (w->topRow >= maxTop) w->topRow = maxTop;
if (w->topRow < 0) w->topRow = 0;
@ -629,372 +629,6 @@ void HotbarWidget_SetFont(struct HotbarWidget* w, struct FontDesc* font) {
}
/*########################################################################################################################*
*-------------------------------------------------------TableWidget-------------------------------------------------------*
*#########################################################################################################################*/
static int Table_X(struct TableWidget* w) { return w->x - w->paddingX; }
static int Table_Y(struct TableWidget* w) { return w->y - w->paddingTopY; }
static int Table_Width(struct TableWidget* w) {
return w->blocksPerRow * w->cellSizeX + w->paddingX * 2;
}
static int Table_Height(struct TableWidget* w) {
return w->rowsVisible * w->cellSizeY + w->paddingTopY + w->paddingMaxY;
}
#define TABLE_MAX_VERTICES (8 * 10 * ISOMETRICDRAWER_MAXVERTICES)
static cc_bool TableWidget_GetCoords(struct TableWidget* w, int i, int* cellX, int* cellY) {
int x, y;
x = i % w->blocksPerRow;
y = i / w->blocksPerRow - w->scroll.topRow;
*cellX = w->x + w->cellSizeX * x;
*cellY = w->y + w->cellSizeY * y + 3;
return y >= 0 && y < w->rowsVisible;
}
static void TableWidget_MoveCursorToSelected(struct TableWidget* w) {
int x, y, idx;
if (w->selectedIndex == -1) return;
idx = w->selectedIndex;
TableWidget_GetCoords(w, idx, &x, &y);
x += w->cellSizeX / 2; y += w->cellSizeY / 2;
Cursor_SetPosition(x, y);
}
static void TableWidget_MakeBlockDesc(struct TableWidget* w, cc_string* desc, BlockID block) {
cc_string name;
int block_ = block;
if (Game_PureClassic) { String_AppendConst(desc, "Select block"); return; }
if (block == BLOCK_AIR) return;
name = Block_UNSAFE_GetName(block);
String_AppendString(desc, &name);
if (Game_ClassicMode) return;
String_Format1(desc, " (ID %i&f", &block_);
if (!Blocks.CanPlace[block]) { String_AppendConst(desc, ", place &cNo&f"); }
if (!Blocks.CanDelete[block]) { String_AppendConst(desc, ", delete &cNo&f"); }
String_Append(desc, ')');
}
static void TableWidget_UpdateDescTexPos(struct TableWidget* w) {
w->descTex.X = w->x + w->width / 2 - w->descTex.Width / 2;
w->descTex.Y = w->y - w->descTex.Height - 5;
}
static void TableWidget_RecreateDescTex(struct TableWidget* w) {
BlockID block;
if (w->selectedIndex == w->lastCreatedIndex) return;
if (w->blocksCount == 0) return;
w->lastCreatedIndex = w->selectedIndex;
block = w->selectedIndex == -1 ? BLOCK_AIR : w->blocks[w->selectedIndex];
TableWidget_MakeDescTex(w, block);
}
void TableWidget_MakeDescTex(struct TableWidget* w, BlockID block) {
cc_string desc; char descBuffer[STRING_SIZE * 2];
struct DrawTextArgs args;
Gfx_DeleteTexture(&w->descTex.ID);
String_InitArray(desc, descBuffer);
TableWidget_MakeBlockDesc(w, &desc, block);
if (!desc.length) return;
DrawTextArgs_Make(&args, &desc, w->font, true);
Drawer2D_MakeTextTexture(&w->descTex, &args);
TableWidget_UpdateDescTexPos(w);
}
static cc_bool TableWidget_RowEmpty(struct TableWidget* w, int start) {
int i, end = min(start + w->blocksPerRow, Array_Elems(Inventory.Map));
for (i = start; i < end; i++) {
if (Inventory.Map[i] != BLOCK_AIR) return false;
}
return true;
}
void TableWidget_RecreateBlocks(struct TableWidget* w) {
int i, max = Game_UseCPEBlocks ? BLOCK_COUNT : BLOCK_ORIGINAL_COUNT;
BlockID block;
w->blocksCount = 0;
for (i = 0; i < Array_Elems(Inventory.Map); ) {
if ((i % w->blocksPerRow) == 0 && TableWidget_RowEmpty(w, i)) {
i += w->blocksPerRow; continue;
}
block = Inventory.Map[i];
if (block < max) { w->blocks[w->blocksCount++] = block; }
i++;
}
w->rowsTotal = Math_CeilDiv(w->blocksCount, w->blocksPerRow);
Widget_Layout(w);
}
static void TableWidget_Render(void* widget, double delta) {
struct TableWidget* w = (struct TableWidget*)widget;
struct VertexTextured vertices[TABLE_MAX_VERTICES];
int cellSizeX, cellSizeY, size;
float off;
int i, x, y;
/* These were sourced by taking a screenshot of vanilla */
/* Then using paint to extract the color components */
/* Then using wolfram alpha to solve the glblendfunc equation */
PackedCol topBackColor = PackedCol_Make( 34, 34, 34, 168);
PackedCol bottomBackColor = PackedCol_Make( 57, 57, 104, 202);
PackedCol topSelColor = PackedCol_Make(255, 255, 255, 142);
PackedCol bottomSelColor = PackedCol_Make(255, 255, 255, 192);
Gfx_Draw2DGradient(Table_X(w), Table_Y(w),
Table_Width(w), Table_Height(w), topBackColor, bottomBackColor);
if (w->rowsVisible < w->rowsTotal) {
Elem_Render(&w->scroll, delta);
}
cellSizeX = w->cellSizeX;
cellSizeY = w->cellSizeY;
if (w->selectedIndex != -1 && Game_ClassicMode && w->blocks[w->selectedIndex] != BLOCK_AIR) {
TableWidget_GetCoords(w, w->selectedIndex, &x, &y);
/* TODO: Need two size arguments, in case X/Y dpi differs */
off = cellSizeX * 0.1f;
size = (int)(cellSizeX + off * 2);
Gfx_Draw2DGradient((int)(x - off), (int)(y - off),
size, size, topSelColor, bottomSelColor);
}
Gfx_SetTexturing(true);
Gfx_SetVertexFormat(VERTEX_FORMAT_TEXTURED);
IsometricDrawer_BeginBatch(vertices, w->vb);
for (i = 0; i < w->blocksCount; i++) {
if (!TableWidget_GetCoords(w, i, &x, &y)) continue;
/* We want to always draw the selected block on top of others */
/* TODO: Need two size arguments, in case X/Y dpi differs */
if (i == w->selectedIndex) continue;
IsometricDrawer_DrawBatch(w->blocks[i], cellSizeX * 0.7f / 2.0f,
x + cellSizeX / 2, y + cellSizeY / 2);
}
i = w->selectedIndex;
if (i != -1) {
TableWidget_GetCoords(w, i, &x, &y);
IsometricDrawer_DrawBatch(w->blocks[i],
(cellSizeX + w->selBlockExpand) * 0.7f / 2.0f,
x + cellSizeX / 2, y + cellSizeY / 2);
}
IsometricDrawer_EndBatch();
if (w->descTex.ID) { Texture_Render(&w->descTex); }
Gfx_SetTexturing(false);
}
static void TableWidget_Free(void* widget) {
struct TableWidget* w = (struct TableWidget*)widget;
Gfx_DeleteDynamicVb(&w->vb);
Gfx_DeleteTexture(&w->descTex.ID);
w->lastCreatedIndex = -1000;
}
void TableWidget_Recreate(struct TableWidget* w) {
Elem_Free(w);
Gfx_RecreateDynamicVb(&w->vb, VERTEX_FORMAT_TEXTURED, TABLE_MAX_VERTICES);
TableWidget_RecreateDescTex(w);
}
static void TableWidget_Reposition(void* widget) {
struct TableWidget* w = (struct TableWidget*)widget;
float scale = w->scale;
int cellSize;
cellSize = (int)(50 * Math_SqrtF(scale));
w->cellSizeX = Display_ScaleX(cellSize);
w->cellSizeY = Display_ScaleY(cellSize);
w->selBlockExpand = 25.0f * Math_SqrtF(scale);
w->rowsVisible = min(8, w->rowsTotal); /* 8 rows max */
do {
w->width = w->cellSizeX * w->blocksPerRow;
w->height = w->cellSizeY * w->rowsVisible;
Widget_CalcPosition(w);
TableWidget_UpdateDescTexPos(w);
/* Does the table fit on screen? */
if (Game_ClassicMode || Table_Y(w) >= 0) break;
w->rowsVisible--;
} while (w->rowsVisible > 1);
w->scroll.x = Table_X(w) + Table_Width(w);
w->scroll.y = Table_Y(w);
w->scroll.height = Table_Height(w);
w->scroll.rowsTotal = w->rowsTotal;
w->scroll.rowsVisible = w->rowsVisible;
}
static void TableWidget_ScrollRelative(struct TableWidget* w, int delta) {
int start = w->selectedIndex, index = start;
index += delta;
if (index < 0) index -= delta;
if (index >= w->blocksCount) index -= delta;
w->selectedIndex = index;
/* adjust scrollbar by number of rows moved up/down */
w->scroll.topRow += (index / w->blocksPerRow) - (start / w->blocksPerRow);
ScrollbarWidget_ClampTopRow(&w->scroll);
TableWidget_RecreateDescTex(w);
TableWidget_MoveCursorToSelected(w);
}
static int TableWidget_PointerDown(void* widget, int id, int x, int y) {
struct TableWidget* w = (struct TableWidget*)widget;
w->pendingClose = false;
if (Elem_HandlesPointerDown(&w->scroll, id, x, y)) {
return TOUCH_TYPE_GUI;
} else if (w->selectedIndex != -1 && w->blocks[w->selectedIndex] != BLOCK_AIR) {
Inventory_SetSelectedBlock(w->blocks[w->selectedIndex]);
w->pendingClose = true;
return TOUCH_TYPE_GUI;
} else if (Gui_Contains(Table_X(w), Table_Y(w), Table_Width(w), Table_Height(w), x, y)) {
return TOUCH_TYPE_GUI;
}
return false;
}
static void TableWidget_PointerUp(void* widget, int id, int x, int y) {
struct TableWidget* w = (struct TableWidget*)widget;
Elem_OnPointerUp(&w->scroll, id, x, y);
}
static int TableWidget_MouseScroll(void* widget, float delta) {
struct TableWidget* w = (struct TableWidget*)widget;
int origTopRow, index;
cc_bool bounds = Gui_ContainsPointers(Table_X(w), Table_Y(w),
Table_Width(w) + w->scroll.width, Table_Height(w));
if (!bounds) return false;
origTopRow = w->scroll.topRow;
Elem_HandlesMouseScroll(&w->scroll, delta);
if (w->selectedIndex == -1) return true;
index = w->selectedIndex;
index += (w->scroll.topRow - origTopRow) * w->blocksPerRow;
if (index >= w->blocksCount) index = -1;
w->selectedIndex = index;
TableWidget_RecreateDescTex(w);
return true;
}
static int TableWidget_PointerMove(void* widget, int id, int x, int y) {
struct TableWidget* w = (struct TableWidget*)widget;
int cellSizeX, cellSizeY, maxHeight;
int i, cellX, cellY;
if (Elem_HandlesPointerMove(&w->scroll, id, x, y)) return true;
if (w->lastX == x && w->lastY == y) return true;
w->lastX = x; w->lastY = y;
w->selectedIndex = -1;
cellSizeX = w->cellSizeX;
cellSizeY = w->cellSizeY;
maxHeight = cellSizeY * w->rowsVisible;
if (Gui_Contains(w->x, w->y + 3, w->width, maxHeight - 3 * 2, x, y)) {
for (i = 0; i < w->blocksCount; i++) {
TableWidget_GetCoords(w, i, &cellX, &cellY);
if (Gui_Contains(cellX, cellY, cellSizeX, cellSizeY, x, y)) {
w->selectedIndex = i;
break;
}
}
}
TableWidget_RecreateDescTex(w);
return true;
}
static int TableWidget_KeyDown(void* widget, int key) {
struct TableWidget* w = (struct TableWidget*)widget;
if (w->selectedIndex == -1) return false;
if (key == KEY_LEFT || key == KEY_KP4) {
TableWidget_ScrollRelative(w, -1);
} else if (key == KEY_RIGHT || key == KEY_KP6) {
TableWidget_ScrollRelative(w, 1);
} else if (key == KEY_UP || key == KEY_KP8) {
TableWidget_ScrollRelative(w, -w->blocksPerRow);
} else if (key == KEY_DOWN || key == KEY_KP2) {
TableWidget_ScrollRelative(w, w->blocksPerRow);
} else {
return false;
}
return true;
}
static const struct WidgetVTABLE TableWidget_VTABLE = {
TableWidget_Render, TableWidget_Free, TableWidget_Reposition,
TableWidget_KeyDown, Widget_InputUp, TableWidget_MouseScroll,
TableWidget_PointerDown, TableWidget_PointerUp, TableWidget_PointerMove
};
void TableWidget_Create(struct TableWidget* w) {
Widget_Reset(w);
w->VTABLE = &TableWidget_VTABLE;
w->lastCreatedIndex = -1000;
ScrollbarWidget_Create(&w->scroll);
w->horAnchor = ANCHOR_CENTRE;
w->verAnchor = ANCHOR_CENTRE;
w->lastX = -20; w->lastY = -20;
w->scale = 1;
w->paddingX = Display_ScaleX(15);
w->paddingTopY = Display_ScaleY(15 + 20);
w->paddingMaxY = Display_ScaleX(15);
}
void TableWidget_SetBlockTo(struct TableWidget* w, BlockID block) {
int i;
w->selectedIndex = -1;
for (i = 0; i < w->blocksCount; i++) {
if (w->blocks[i] == block) w->selectedIndex = i;
}
/* When holding air, inventory should open at middle */
if (block == BLOCK_AIR) w->selectedIndex = -1;
w->scroll.topRow = w->selectedIndex / w->blocksPerRow;
w->scroll.topRow -= (w->rowsVisible - 1);
ScrollbarWidget_ClampTopRow(&w->scroll);
TableWidget_MoveCursorToSelected(w);
TableWidget_RecreateDescTex(w);
}
void TableWidget_OnInventoryChanged(struct TableWidget* w) {
TableWidget_RecreateBlocks(w);
if (w->selectedIndex >= w->blocksCount) {
w->selectedIndex = w->blocksCount - 1;
}
w->lastX = -1; w->lastY = -1;
w->scroll.topRow = w->selectedIndex / w->blocksPerRow;
ScrollbarWidget_ClampTopRow(&w->scroll);
TableWidget_RecreateDescTex(w);
}
/*########################################################################################################################*
*-------------------------------------------------------InputWidget-------------------------------------------------------*
*#########################################################################################################################*/

View file

@ -62,6 +62,7 @@ struct ScrollbarWidget {
};
/* Resets state of the given scrollbar widget to default. */
CC_NOINLINE void ScrollbarWidget_Create(struct ScrollbarWidget* w);
CC_NOINLINE void ScrollbarWidget_ClampTopRow(struct ScrollbarWidget* w);
/* A row of blocks with a background. */
struct HotbarWidget {