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feature: hud (#37)
* build: replace FetchContent with direct includes for glm * build(deps): replace SOIL2 with stb for image and vorbis decoding * build: replace FetchContent with direct includes for toml++ * refactor(texture): bump block texture size to 512 and disable items tab * feat: add hotbar system with ItemStack and RowLayout * fix(ui): restrict Ctrl key handling to typing mode * feat(ui): add widget border support and highlight selected hotbar slot * fix(ui): update borders on scale change and correct Image width - Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField. - Fixed Image::width() to multiply by width instead of height. - Added early return in Widget::update_border() if border is not supported. * feat(ui): add border visual feedback on slider drag * feat(ui): add ItemSlot widget and refactor hotbar to use it * feat(world_scene): add inventory UI and pause type enum * feat(ui): add item slot tooltip and make window size static * fix(ui label): account for background offset in width/height * refactor(ui): centralize item info label in inventory and add update * feat(ui): add hotbar interaction in inventory UI * fix(inventory-ui): correct row creation logic for first item The loop starting at index 0 created a new row on the first iteration (i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition to create rows correctly every 10 items. * feat(block): add name_key for localized block names Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally. * fix(ui): change inventory item slot color from white to gray * fix(ui): add missing include for std::array
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include/glm/gtc/random.hpp
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82
include/glm/gtc/random.hpp
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/// @ref gtc_random
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/// @file glm/gtc/random.hpp
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///
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/// @see core (dependence)
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/// @see gtx_random (extended)
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///
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/// @defgroup gtc_random GLM_GTC_random
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/// @ingroup gtc
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///
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/// Include <glm/gtc/random.hpp> to use the features of this extension.
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///
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/// Generate random number from various distribution methods.
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#pragma once
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// Dependency:
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#include "../ext/scalar_int_sized.hpp"
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#include "../ext/scalar_uint_sized.hpp"
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#include "../detail/qualifier.hpp"
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#if GLM_MESSAGES == GLM_ENABLE && !defined(GLM_EXT_INCLUDED)
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# pragma message("GLM: GLM_GTC_random extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtc_random
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/// @{
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/// Generate random numbers in the interval [Min, Max], according a linear distribution
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///
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/// @param Min Minimum value included in the sampling
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/// @param Max Maximum value included in the sampling
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/// @tparam genType Value type. Currently supported: float or double scalars.
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/// @see gtc_random
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template<typename genType>
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GLM_FUNC_DECL genType linearRand(genType Min, genType Max);
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/// Generate random numbers in the interval [Min, Max], according a linear distribution
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///
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/// @param Min Minimum value included in the sampling
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/// @param Max Maximum value included in the sampling
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/// @tparam T Value type. Currently supported: float or double.
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///
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/// @see gtc_random
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_DECL vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
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/// Generate random numbers in the interval [Min, Max], according a gaussian distribution
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///
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/// @see gtc_random
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template<typename genType>
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GLM_FUNC_DECL genType gaussRand(genType Mean, genType Deviation);
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/// Generate a random 2D vector which coordinates are regularly distributed on a circle of a given radius
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///
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/// @see gtc_random
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template<typename T>
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GLM_FUNC_DECL vec<2, T, defaultp> circularRand(T Radius);
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/// Generate a random 3D vector which coordinates are regularly distributed on a sphere of a given radius
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///
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/// @see gtc_random
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template<typename T>
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GLM_FUNC_DECL vec<3, T, defaultp> sphericalRand(T Radius);
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/// Generate a random 2D vector which coordinates are regularly distributed within the area of a disk of a given radius
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///
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/// @see gtc_random
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template<typename T>
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GLM_FUNC_DECL vec<2, T, defaultp> diskRand(T Radius);
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/// Generate a random 3D vector which coordinates are regularly distributed within the volume of a ball of a given radius
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///
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/// @see gtc_random
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template<typename T>
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GLM_FUNC_DECL vec<3, T, defaultp> ballRand(T Radius);
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/// @}
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}//namespace glm
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#include "random.inl"
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