135 lines
4.2 KiB
Go
135 lines
4.2 KiB
Go
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//go:build gl
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// 工作台界面(UI还原.md §3.4、工作台与合成表.md §5):
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// 176×166 窗口(gui/container/crafting_table.png)+ 3×3 合成网格 (30,17)
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// + 输出格 (124,35) + 热键栏行 (7,141);点击槽位与手持栈交换/合并。
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package ui
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import (
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"fmt"
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"mc/internal/item"
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)
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// CraftingScreen 工作台合成界面。
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type CraftingScreen struct {
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bgTex uint32 // crafting_table.png(256×256,实际内容 176×166)
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items *item.Registry
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itemTex uint32
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itemUV map[string][4]float32
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// 方块物品图标回退来源(原版 block/* 图标在 blocks 图集)
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blockTex uint32
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blockUV map[string][4]float32
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// 布局(逻辑 427×240 基准,UI还原.md §3.4)
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winW, winH float32 // 176×166
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}
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// NewCraftingScreen 创建工作台界面。
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func NewCraftingScreen(bgTex uint32, items *item.Registry) *CraftingScreen {
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return &CraftingScreen{bgTex: bgTex, items: items,
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itemUV: map[string][4]float32{}, blockUV: map[string][4]float32{}, winW: 176, winH: 166}
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}
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// SetItemAtlas 设置物品图标纹理与 UV 表(与 HUD 共用 items 图集)。
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func (s *CraftingScreen) SetItemAtlas(tex uint32, uv map[string][4]float32) {
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s.itemTex = tex
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s.itemUV = uv
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}
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// SetBlockAtlas 设置方块图集(方块物品图标回退来源)。
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func (s *CraftingScreen) SetBlockAtlas(tex uint32, uv map[string][4]float32) {
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s.blockTex = tex
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s.blockUV = uv
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}
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// 合成台窗口槽位(相对窗口左上角,UI还原.md §3.4)。
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var craftSlots = [10][2]float32{
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{30, 17}, {48, 17}, {66, 17},
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{30, 35}, {48, 35}, {66, 35},
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{30, 53}, {48, 53}, {66, 53}, // 3×3 网格
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{124, 35}, // 输出格
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}
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// HitTest 命中检测:返回 "grid0".."grid8" / "result" / "hot0".."hot8" / ""。
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func (s *CraftingScreen) HitTest(mx, my float32, screenW, screenH, scale float32) string {
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bx, by := screenW/2-s.winW/2*scale, screenH/2-s.winH/2*scale
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hit := func(px, py float32) bool {
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return mx >= bx+px*scale && mx < bx+(px+18)*scale &&
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my >= by+py*scale && my < by+(py+18)*scale
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}
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for i, p := range craftSlots {
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if hit(p[0], p[1]) {
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if i < 9 {
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return "grid" + string(rune('0'+i))
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}
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return "result"
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}
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}
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// 热键栏行(窗口内底部,与物品栏窗口同规格)
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for i := 0; i < 9; i++ {
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if hit(7+float32(i)*18, 141) {
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return "hot" + string(rune('0'+i))
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}
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}
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return ""
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}
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// Draw 绘制工作台界面(调用方已 Begin;mx/my 为鼠标像素坐标,held 为手持栈)。
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func (s *CraftingScreen) Draw(r *Renderer, grid [9]item.Stack, result item.Stack, hasResult bool, hotbar []item.Stack, held item.Stack, mx, my, scale float32) {
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w, h := float32(r.w), float32(r.h)
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// 半透明遮罩(原版容器界面背景压暗)
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r.DrawRect(0, 0, w, h, [4]float32{0, 0, 0, 0.35})
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// 窗口背景(纹理 256×256,内容区 176×166,UI还原.md §3.2)
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bx, by := w/2-s.winW/2*scale, h/2-s.winH/2*scale
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if s.bgTex != 0 {
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r.pushQuad(quad{x: bx, y: by, w: s.winW * scale, h: s.winH * scale,
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u0: 0, v0: 0, u1: 176.0 / 256.0, v1: 166.0 / 256.0,
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r: 1, g: 1, b: 1, a: 1, tex: s.bgTex})
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}
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// 3×3 网格 + 输出格
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for i, p := range craftSlots {
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var st item.Stack
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if i < 9 {
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st = grid[i]
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} else if hasResult {
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st = result
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}
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s.drawSlot(r, st, bx+p[0]*scale+1*scale, by+p[1]*scale+1*scale, scale)
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}
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// 热键栏行
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for i := 0; i < 9 && i < len(hotbar); i++ {
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s.drawSlot(r, hotbar[i], bx+(7+float32(i)*18)*scale+1*scale, by+141*scale+1*scale, scale)
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}
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// 手持栈跟随鼠标
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if !held.Empty() {
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s.drawSlot(r, held, mx-8*scale, my-8*scale, scale)
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}
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}
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// drawSlot 在指定位置绘制物品图标(16×16 逻辑像素)。
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func (s *CraftingScreen) drawSlot(r *Renderer, st item.Stack, x, y, scale float32) {
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if st.Empty() || s.items == nil {
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return
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}
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def, ok := s.items.Get(st.Name)
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if !ok {
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return
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}
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// 原版约定:block/* 图标在 blocks 图集,item/* 在 items 图集
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tex := s.itemTex
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uv, found := s.itemUV[def.Texture]
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if !found {
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uv, found = s.blockUV[def.Texture]
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tex = s.blockTex
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}
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if found && tex != 0 {
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r.pushQuad(quad{x: x, y: y, w: 16 * scale, h: 16 * scale,
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u0: uv[0], v0: uv[1], u1: uv[2], v1: uv[3],
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r: 1, g: 1, b: 1, a: 1, tex: tex})
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}
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if st.Count > 1 {
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r.DrawText(x+10*scale, y+8*scale, fmt.Sprintf("%d", st.Count), scale, [4]float32{1, 1, 1, 1})
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}
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}
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