hotkesy for items
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.gitignore
vendored
2
.gitignore
vendored
@ -3,6 +3,8 @@
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##
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## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
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.vscode/
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# User-specific files
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*.rsuser
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*.suo
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@ -28,7 +28,8 @@ void GameObjectManager::initialize() {
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testObjMeshMutable.data = testObjMesh;
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testObjMeshMutable.RefreshVBO();
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textMesh = ZL::LoadFromTextFile("./textures/mesh_first_room.txt"); // Add ZL:: namespace
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textMesh = ZL::LoadFromTextFile("./textures/mesh_first_room.txt");
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textMesh.NormalData // Add ZL:: namespace
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textMesh.Scale(10);
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textMesh.SwapZandY();
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textMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI * 0.5)));
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@ -114,11 +115,23 @@ void GameObjectManager::initialize() {
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roomTexturePtr = rooms[current_room_index].roomTexture;
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
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objects_in_inventory++;
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
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// Добавляем тестовые предметы с правильными hot_key
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if (objects_in_inventory < MAX_INVENTORY_SLOTS) {
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 1);
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objects_in_inventory++;
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std::cout << "Added item with hotkey 1" << std::endl;
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}
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if (objects_in_inventory < MAX_INVENTORY_SLOTS) {
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 2);
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objects_in_inventory++;
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std::cout << "Added item with hotkey 2" << std::endl;
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}
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// Test inventory items
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 1);
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 2);
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objects_in_inventory = 2;
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//SDL_ShowCursor(SDL_DISABLE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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@ -250,14 +263,35 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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case SDLK_1:
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case SDLK_2:
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case SDLK_3:
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case SDLK_4:
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case SDLK_5:
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case SDLK_6:
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case SDLK_7:
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case SDLK_8:
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case SDLK_9:
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{
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int hot_key = (event.key.keysym.sym == SDLK_1) ? 1 : 2;
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int slot_index = event.key.keysym.sym - SDLK_1 + 1;
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std::cout << "Selected slot: " << slot_index << std::endl;
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UnselectAllItems();
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if (InventoryItem* item = GetItemByHotkey(hot_key)) {
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if (auto* item = GetItemByIndex(slot_index)) {
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std::cout << "Found item in slot " << slot_index << std::endl;
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item->isSelected = true;
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item->scale = SELECTED_ITEM_SCALE;
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inventoryIconMesh = CreateRect2D(
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{0.0f, 40.0f},
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{INVENTORY_ICON_SIZE/2 * item->scale, INVENTORY_ICON_SIZE/2 * item->scale},
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0.5f
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);
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inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
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inventoryIconMeshMutable.RefreshVBO();
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}
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}
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break;
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// ...handle other keys...
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}
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}
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@ -438,12 +472,14 @@ void GameObjectManager::updateScene(size_t ms) {
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}
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bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const {
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// Простая проверка попадания точки в квадрат 64x64 вокруг центра объекта
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const int objectSize = 32; // Половина размера области выделения
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return (screenX >= objectScreenX - objectSize &&
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screenX <= objectScreenX + objectSize &&
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screenY >= objectScreenY - objectSize &&
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screenY <= objectScreenY + objectSize);
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const int baseObjectSize = 32; // Base half-size
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const float scale = 1.0f; // Get scale from item if needed
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const int scaledObjectSize = static_cast<int>(baseObjectSize * scale);
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return (screenX >= objectScreenX - scaledObjectSize &&
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screenX <= objectScreenX + scaledObjectSize &&
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screenY >= objectScreenY - scaledObjectSize &&
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screenY <= objectScreenY + scaledObjectSize);
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}
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void GameObjectManager::checkMouseIntersection(int mouseX, int mouseY, const Matrix4f& projectionModelView) {
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@ -2,47 +2,41 @@
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namespace ZL
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{
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// Определяем глобальную переменную
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std::unordered_map<std::string, InventoryItem> gInventoryMap;
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std::unordered_map<int, InventoryItem> gInventoryMap;
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key)
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int slot_index)
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{
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if (slot_index > MAX_INVENTORY_SLOTS || slot_index < 1) {
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return;
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}
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InventoryItem item;
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item.name = name;
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item.texture = tex;
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item.hot_key = hot_key;
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item.hot_key = slot_index;
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item.scale = 1.0f;
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// Вставляем или перезаписываем (operator[] так сделает).
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gInventoryMap[name] = item;
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gInventoryMap[slot_index] = item;
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std::cout << "Added item to slot " << slot_index << std::endl;
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}
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void RemoveItemFromInventory(const std::string& name)
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void RemoveItemFromInventory(int slot_index)
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{
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// erase вернёт количество удалённых элементов, если нужно проверить
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gInventoryMap.erase(name);
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gInventoryMap.erase(slot_index);
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}
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InventoryItem* GetItemByName(const std::string& name)
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InventoryItem* GetItemByIndex(int slot_index)
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{
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// Пытаемся найти элемент по ключу
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auto it = gInventoryMap.find(name);
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if (it != gInventoryMap.end())
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{
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// Возвращаем адрес найденного InventoryItem
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auto it = gInventoryMap.find(slot_index);
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if (it != gInventoryMap.end()) {
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return &it->second;
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}
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// Если не нашли – nullptr
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return nullptr;
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}
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InventoryItem* GetItemByHotkey(int hotkey)
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{
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for (auto& [_, item] : gInventoryMap) {
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if (item.hot_key == hotkey) {
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return &item;
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}
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}
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return nullptr;
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return GetItemByIndex(hotkey); // Now we can just use the index directly
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}
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void PrintInventory()
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@ -58,10 +52,11 @@ namespace ZL
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{
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for (auto& [_, item] : gInventoryMap) {
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item.isSelected = false;
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item.scale = 1.0f; // Reset scale when unselected
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}
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}
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const std::unordered_map<std::string, InventoryItem>& ReturnInventory()
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const std::unordered_map<int, InventoryItem>& ReturnInventory()
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{
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return gInventoryMap;
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}
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16
Inventory.h
16
Inventory.h
@ -8,30 +8,34 @@
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namespace ZL
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{
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static const int MAX_INVENTORY_SLOTS = 9;
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static const float SELECTED_ITEM_SCALE = 1.2f; // Scale factor for selected items
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struct InventoryItem
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{
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std::string name;
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std::shared_ptr<Texture> texture;
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bool isSelected = false;
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int hot_key;
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float scale = 1.0f; // Add scale property
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};
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// Глобальное хранилище предметов
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extern std::unordered_map<std::string, InventoryItem> gInventoryMap; // Changed from gInventory
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extern std::unordered_map<int, InventoryItem> gInventoryMap; // Changed key type from string to int
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// Добавить предмет в инвентарь
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key);
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int slot_index);
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// Удалить предмет из инвентаря
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void RemoveItemFromInventory(const std::string& name);
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void RemoveItemFromInventory(int slot_index);
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// Поиск предмета по имени (возвращает указатель или nullptr)
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InventoryItem* GetItemByName(const std::string& name);
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// Поиск предмета по индексу (возвращает указатель или nullptr)
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InventoryItem* GetItemByIndex(int slot_index);
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// Вывести весь инвентарь в консоль
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void PrintInventory();
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const std::unordered_map<std::string, InventoryItem>& ReturnInventory();
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const std::unordered_map<int, InventoryItem>& ReturnInventory();
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// Add these new functions
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void UnselectAllItems();
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