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#ifndef INVENTORYSYSTEM_H
#define INVENTORYSYSTEM_H
#include "Game/GameWorld.h"
#include <map>
#include "inventoryitem.h"
//struct InventoryItem{
// TextureData lootLabelUI;
// TextureData lootInventoryUI;
// int inventoryCount = 0;
// InventoryItem(TextureData label, TextureData inventory):
// lootLabelUI(label),
// lootInventoryUI(inventory)
// {}
//};
class InventorySystem : public System
{
public:
InventorySystem(std::map<std::string, std::shared_ptr<GameObject>>& gameobjects,
std::map<std::string, std::shared_ptr<GameObject>>& all_gameobjects,
std::map<std::string, std::vector<std::shared_ptr<GameObject>>>& lootables,
std::map<int, Input>& input_map,
std::shared_ptr<Camera>& camera,
std::set<std::string>& m_shownScreens);
~InventorySystem();
void draw() override;
void update(double deltaTime) override;
void scrollEvent(double distance) override;
void mousePosEvent(double xpos, double ypos) override;
void drawUIText();
void onWindowResize(int width, int height);
private:
void addToInventory(std::shared_ptr<GameObject> &go);
bool withinPlayerReach(const std::shared_ptr<GameObject> &go);
void initializeInventory(std::string itemName, const char* label_filename, const char* inventory_filename);
int m_bamboo_count = 0;
std::map<std::string, std::shared_ptr<GameObject>>& m_dynamic_gameobjects;
// maps loot id to game objects/associated textures
std::map<std::string, std::vector<std::shared_ptr<GameObject>>>& m_lootables; // holds position
std::map<std::string, std::shared_ptr<InventoryItem>> m_inventoryItems;
std::map<int, Input>& m_input_map;
std::shared_ptr<Camera>& m_camera;
//std::set<std::string> m_inventoryScreens; // stores ids of all scenes in which inventory is rendered
std::set<std::string>& m_shownScreens;
std::vector<float> m_quadPos = {
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, 1.0f,
1.0f, -1.0f
};
GLuint m_screenVAO;
GLuint m_texID;
glm::vec2 m_offset = glm::vec2(.2f);
std::shared_ptr<UIDisplay> m_sparkle;
std::map<std::string, std::shared_ptr<GameObject>>& m_all_gameobjects;
};
#endif // INVENTORYSYSTEM_H
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