ui: improve inventory code
parent
68b57468a4
commit
4164e62a7b
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@ -3,6 +3,8 @@
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static bool build_submit_placements = false;
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static bool build_is_in_draw_mode = false;
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extern bool inv_is_inside;
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static uint8_t build_num_placements = 0;
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static item_placement build_placements[BUILD_MAX_PLACEMENTS] = {0};
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@ -14,6 +16,7 @@ void buildmode_clear_buffers(void) {
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}
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void buildmode_draw(void) {
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if (inv_is_inside) return;
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camera cam = camera_get();
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camera old_cam = cam;
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Vector2 mpos = GetMousePosition();
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@ -9,6 +9,7 @@ static ItemDrop inv_held_item = {0};
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static bool inv_swap = false;
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static uint8_t inv_swap_from = 0;
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static uint8_t inv_swap_to = 0;
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bool inv_is_inside = false;
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void inventory_draw() {
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inv_drop_item = false;
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@ -32,6 +33,8 @@ void inventory_draw() {
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float x = sx;
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float y = sy;
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inv_is_inside = check_mouse_area(sx, sy, 64*3, 64*3) != DAREA_OUTSIDE;
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for (int32_t i = 0; i < ITEMS_INVENTORY_SIZE; i += 1) {
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{
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debug_area_status area = check_mouse_area(x, y, 64, 64);
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@ -4,6 +4,7 @@
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#include "modules/components.h"
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#include "modules/systems.h"
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#include "world/world.h"
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#include "entity.h"
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#include "debug_replay.h"
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@ -61,6 +62,7 @@ int32_t pkt_send_keystate_handler(pkt_header *header) {
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}
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}
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debug_replay_record_keystate(table);
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entity_wake(e);
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}
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return 0;
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