119 lines
3.5 KiB
Go
119 lines
3.5 KiB
Go
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//go:build gl
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// 物品栏界面(UI还原.md §3.3、物品与背包.md §4):
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// inventory.png 176×166 窗口 + 27 主物品区 (7,83) + 热键栏行 (7,141);
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// 点击槽位与手持栈交换/合并;E 键打开、Esc 关闭。
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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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// InventoryScreen 物品栏界面。
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type InventoryScreen struct {
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bgTex uint32 // inventory.png(256×256,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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winW, winH float32 // 176×166
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}
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// NewInventoryScreen 创建物品栏界面。
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func NewInventoryScreen(bgTex uint32, items *item.Registry) *InventoryScreen {
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return &InventoryScreen{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 items 图集。
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func (s *InventoryScreen) 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 blocks 图集(方块物品图标回退)。
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func (s *InventoryScreen) 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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// HitTest 命中检测:返回 "main0".."main26" / "hot0".."hot8" / ""。
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// 主物品区 3×9 自 (7,83),热键栏 1×9 自 (7,141)(UI还原.md §3.3)。
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func (s *InventoryScreen) 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 := 0; i < 27; i++ {
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px := 7 + float32(i%9)*18
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py := 83 + float32(i/9)*18
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if hit(px, py) {
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return "main" + fmt.Sprintf("%d", i)
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}
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}
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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" + fmt.Sprintf("%d", i)
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}
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}
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return ""
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}
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// Draw 绘制物品栏界面(调用方已 Begin)。
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func (s *InventoryScreen) Draw(r *Renderer, slots []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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r.DrawRect(0, 0, w, h, [4]float32{0, 0, 0, 0.35})
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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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// 27 主物品区
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for i := 0; i < 27 && i < len(slots); i++ {
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px := 7 + float32(i%9)*18
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py := 83 + float32(i/9)*18
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s.drawSlot(r, slots[i], bx+(px+1)*scale, by+(py+1)*scale, scale)
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}
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// 热键栏行
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for i := 0; i < 9 && 9+i < len(slots); i++ {
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px := 7 + float32(i)*18
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s.drawSlot(r, slots[9+i], bx+(px+1)*scale, by+(141+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 绘制物品图标 + 数量(16×16 逻辑像素)。
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func (s *InventoryScreen) 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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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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