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https://github.com/MihailRis/voxelcore.git
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Merge pull request #808 from Xertis/main
Made on_inventory_interact + update hud
This commit is contained in:
commit
1f7696e972
11 changed files with 134 additions and 4 deletions
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@ -54,6 +54,9 @@ hud.close(layoutid: str)
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-- Get open block inventory ID or 0.
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hud.get_block_inventory() -> int
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-- Gives the ID of the second open inventory (block, virtual inventory...) or 0.
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hud.get_second_inventory() -> int
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-- Gives the ID of the player that the UI is bound to.
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hud.get_player() -> int
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@ -69,6 +72,9 @@ hud.is_paused() -> bool
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-- Returns true if inventory is open or overlay is shown.
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hud.is_inventory_open() -> bool
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-- Returns true if the player's inventory is open.
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hud.is_player_inventory_open() -> boolean
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-- Sets whether to allow pausing. If false, the pause menu will not pause the game.
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hud.set_allow_pause(flag: bool)
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@ -221,6 +221,18 @@ function on_hud_close(playerid: int)
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Called on world close (before saving)
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```lua
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function on_inventory_interact(invid: int, slot: int, mode: int, action: int)
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```
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Triggered when a player interacts with inventory slots.
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| ACTION / MODE | (0) PRIMARY | (1) SECONDARY |
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| ------------- | -------------------------------------------------- | ------------------------------------------------------ |
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| (0) PUT | Places all items; if occupied, swaps them. | Places a single item from the cursor into the slot. |
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| (1) TAKE | Picks up all items from the slot. | Picks up half of the items from the slot (rounded up). |
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| (2) SHARE | Triggers the share event for the inventory layout. | Undefined |
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## *events* library
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```lua
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@ -55,6 +55,9 @@ hud.close(layoutid: string)
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-- Дает ID инвентаря открытого блока или 0.
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hud.get_block_inventory() -> int
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-- Дает ID второго открытого инвентаря (блок, виртуальный инвентарь...) или 0.
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hud.get_second_inventory() -> int
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-- Дает ID игрока, к которому привязан пользовательский интерфейс.
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hud.get_player() -> int
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@ -70,6 +73,9 @@ hud.is_paused() -> boolean
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-- Возвращает true если открыт инвентарь или оверлей.
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hud.is_inventory_open() -> boolean
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-- Возвращает true если открыт инвентарь игрока.
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hud.is_player_inventory_open() -> boolean
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-- Устанавливает разрешение на паузу. При значении false меню паузы не приостанавливает игру.
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hud.set_allow_pause(flag: boolean)
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@ -230,6 +230,17 @@ function on_hud_close(playerid: int)
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Вызывается при выходе из мира, перед его сохранением.
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```lua
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function on_inventory_interact(invid: int, slot: int, mode: int, action: int)
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```
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Вызывается при взаимодействии игрока с любым слотом
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| ACTION / MODE | (0) PRIMARY | (1) SECONDARY |
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| --------------- | ---------------------------------------------------------------------------- | -------------------------------------------------------- |
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| `(0) PUT` | Кладёт все предметы в слот, если другой предмет в слоте - обмен | Кладёт в слот один предмет из слота курсора |
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| `(1) TAKE` | Забирает все предметы из слота | Берёт половину предметов из слота (округление вверх) |
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| `(2) SHARE` | Вызывает share ивент у макета инвентаря | Не определён |
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## События ECS
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События **ECS** описаны [тут](ecs.md#события-компонента)
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@ -688,6 +688,10 @@ bool Hud::isInventoryOpen() const {
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return inventoryOpen;
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}
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bool Hud::isPlayerInventoryOpen() const {
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return inventoryView != nullptr;
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}
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bool Hud::isPause() const {
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return pause;
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}
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@ -725,6 +729,16 @@ std::shared_ptr<Inventory> Hud::getBlockInventory() {
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return blockUI->getInventory();
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}
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std::shared_ptr<Inventory> Hud::getSecondInventory() {
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if (blockUI) {
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return blockUI->getInventory();
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}
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if (secondInvView) {
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return secondInvView->getInventory();
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}
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return nullptr;
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}
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bool Hud::isContentAccess() const {
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return showContentPanel;
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}
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@ -147,6 +147,8 @@ public:
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/// @brief Check if inventory mode on
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bool isInventoryOpen() const;
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bool isPlayerInventoryOpen() const;
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/// @brief Check if pause mode on
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bool isPause() const;
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@ -203,6 +205,8 @@ public:
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std::shared_ptr<Inventory> getBlockInventory();
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std::shared_ptr<Inventory> getSecondInventory();
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bool isContentAccess() const;
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void setContentAccess(bool flag);
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@ -350,45 +350,68 @@ bool SlotView::isHighlighted() const {
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void SlotView::performLeftClick(ItemStack& stack, ItemStack& grabbed) {
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const auto& input = gui.getInput();
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const int mode = PRIMARY;
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int action;
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if (layout.taking && input.pressed(Keycode::LEFT_SHIFT)) {
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action = SHARE;
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if (layout.shareFunc) {
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layout.shareFunc(layout.index, stack);
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}
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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scripting::on_inventory_interact(inventoryId, layout.index, mode, action);
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return;
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}
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if (!layout.itemSource && stack.accepts(grabbed) && layout.placing) {
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action = PUT;
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stack.move(grabbed, *content->getIndices());
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} else {
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if (layout.itemSource) {
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if (grabbed.isEmpty()) {
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action = TAKE;
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grabbed.set(stack);
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} else {
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action = PUT;
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grabbed.clear();
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}
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} else if (grabbed.isEmpty()) {
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if (layout.taking) {
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action = TAKE;
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std::swap(grabbed, stack);
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}
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} else if (layout.taking && layout.placing) {
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action = PUT;
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std::swap(grabbed, stack);
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}
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}
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scripting::on_inventory_interact(inventoryId, layout.index, mode, action);
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}
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void SlotView::performRightClick(ItemStack& stack, ItemStack& grabbed) {
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const auto& input = gui.getInput();
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const int mode = SECONDARY;
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int action = PUT;
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if (layout.rightClick) {
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layout.rightClick(inventoryId, stack);
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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scripting::on_inventory_interact(inventoryId, layout.index, mode, PUT);
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return;
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}
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if (layout.itemSource) return;
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if (layout.itemSource) {
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scripting::on_inventory_interact(inventoryId, layout.index, mode, TAKE);
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return;
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}
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if (grabbed.isEmpty()) {
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if (!stack.isEmpty() && layout.taking) {
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action = TAKE;
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grabbed.set(std::move(stack));
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int halfremain = stack.getCount() / 2;
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grabbed.setCount(stack.getCount() - halfremain);
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@ -399,13 +422,19 @@ void SlotView::performRightClick(ItemStack& stack, ItemStack& grabbed) {
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stack = ItemStack(0, 0);
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}
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}
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scripting::on_inventory_interact(inventoryId, layout.index, mode, action);
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return;
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}
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auto& stackDef = content->getIndices()->items.require(stack.getItemId());
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if (!layout.placing) {
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scripting::on_inventory_interact(inventoryId, layout.index, mode, PUT);
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return;
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}
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auto& stackDef = content->getIndices()->items.require(stack.getItemId());
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if (stack.isEmpty()) {
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action = PUT;
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itemcount_t count = grabbed.getCount();
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stack.set(std::move(grabbed));
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stack.setCount(1);
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@ -414,11 +443,13 @@ void SlotView::performRightClick(ItemStack& stack, ItemStack& grabbed) {
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} else {
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grabbed = ItemStack(stack.getItemId(), count - 1);
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}
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} else if (stack.accepts(grabbed) &&
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stack.getCount() < stackDef.stackSize) {
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} else if (stack.accepts(grabbed) && stack.getCount() < stackDef.stackSize) {
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action = PUT;
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stack.setCount(stack.getCount() + 1);
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grabbed.setCount(grabbed.getCount() - 1);
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}
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scripting::on_inventory_interact(inventoryId, layout.index, mode, action);
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}
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void SlotView::clicked(Mousecode button) {
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@ -436,6 +467,7 @@ void SlotView::clicked(Mousecode button) {
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} else if (button == Mousecode::BUTTON_2) {
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performRightClick(stack, grabbed);
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}
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if (layout.updateFunc) {
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layout.updateFunc(layout.index, stack);
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}
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@ -56,6 +56,17 @@ namespace gui {
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ItemStack stack {};
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std::wstring countStr;
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} cache;
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enum InteractionMode {
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PRIMARY = 0,
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SECONDARY = 1
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};
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enum InteractionAction {
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PUT = 0,
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TAKE = 1,
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SHARE = 2,
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};
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const Content* content = nullptr;
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SlotLayout layout;
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@ -140,6 +140,15 @@ static int l_get_block_inventory(lua::State* L) {
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}
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}
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static int l_get_second_inventory(lua::State* L) {
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auto inventory = hud->getSecondInventory();
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if (inventory == nullptr) {
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return lua::pushinteger(L, 0);
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} else {
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return lua::pushinteger(L, inventory->getId());
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}
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}
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static int l_get_player(lua::State* L) {
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auto player = hud->getPlayer();
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return lua::pushinteger(L, player->getId());
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@ -153,6 +162,10 @@ static int l_is_inventory_open(lua::State* L) {
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return lua::pushboolean(L, hud->isInventoryOpen());
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}
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static int l_is_player_inventory_open(lua::State* L) {
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return lua::pushboolean(L, hud->isPlayerInventoryOpen());
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}
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static int l_is_content_access(lua::State* L) {
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return lua::pushboolean(L, hud->isContentAccess());
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}
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@ -202,11 +215,13 @@ const luaL_Reg hudlib[] = {
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{"open_permanent", wrap_hud<l_open_permanent>},
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{"show_overlay", wrap_hud<l_show_overlay>},
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{"get_block_inventory", wrap_hud<l_get_block_inventory>},
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{"get_second_inventory", wrap_hud<l_get_second_inventory>},
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{"close", wrap_hud<l_close>},
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{"pause", wrap_hud<l_pause>},
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{"resume", wrap_hud<l_resume>},
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{"is_paused", wrap_hud<l_is_paused>},
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{"is_inventory_open", wrap_hud<l_is_inventory_open>},
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{"is_player_inventory_open", wrap_hud<l_is_player_inventory_open>},
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{"get_player", wrap_hud<l_get_player>},
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{"_is_content_access", wrap_hud<l_is_content_access>},
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{"_set_content_access", wrap_hud<l_set_content_access>},
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@ -108,6 +108,7 @@ namespace scripting {
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void on_inventory_open(const Player* player, const Inventory& inventory);
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void on_inventory_closed(const Player* player, const Inventory& inventory);
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void on_inventory_interact(int invid, int slot, int mode, int action);
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void on_player_tick(Player* player, int tps);
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@ -93,6 +93,23 @@ void scripting::on_frontend_close() {
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scripting::post_processing = nullptr;
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}
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void scripting::on_inventory_interact(int invid, int slot, int mode, int action) {
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auto L = lua::get_main_state();
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for (auto& pack : content_control->getAllContentPacks()) {
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lua::emit_event(
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L,
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pack.id + ":.inventoryinteract",
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[&](lua::State* L) {
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lua::pushinteger(L, invid);
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lua::pushinteger(L, slot);
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lua::pushinteger(L, mode);
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lua::pushinteger(L, action);
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return 4;
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}
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);
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}
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}
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void scripting::load_hud_script(
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const scriptenv& senv,
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const std::string& packid,
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@ -109,6 +126,7 @@ void scripting::load_hud_script(
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register_event(env, "on_hud_open", packid + ":.hudopen");
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register_event(env, "on_hud_render", packid + ":.hudrender");
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register_event(env, "on_hud_close", packid + ":.hudclose");
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register_event(env, "on_inventory_interact", packid + ":.inventoryinteract");
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}
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gui::PageLoaderFunc scripting::create_page_loader() {
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