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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
This commit is contained in:
92
include/glm/gtx/bit.inl
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92
include/glm/gtx/bit.inl
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/// @ref gtx_bit
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namespace glm
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{
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///////////////////
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// highestBitValue
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template<typename genIUType>
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GLM_FUNC_QUALIFIER genIUType highestBitValue(genIUType Value)
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{
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genIUType tmp = Value;
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genIUType result = genIUType(0);
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while(tmp)
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{
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result = (tmp & (~tmp + 1)); // grab lowest bit
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tmp &= ~result; // clear lowest bit
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}
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return result;
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> highestBitValue(vec<L, T, Q> const& v)
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{
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return detail::functor1<vec, L, T, T, Q>::call(highestBitValue, v);
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}
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///////////////////
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// lowestBitValue
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template<typename genIUType>
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GLM_FUNC_QUALIFIER genIUType lowestBitValue(genIUType Value)
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{
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return (Value & (~Value + 1));
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> lowestBitValue(vec<L, T, Q> const& v)
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{
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return detail::functor1<vec, L, T, T, Q>::call(lowestBitValue, v);
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}
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///////////////////
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// powerOfTwoAbove
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template<typename genType>
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GLM_FUNC_QUALIFIER genType powerOfTwoAbove(genType value)
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{
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return isPowerOfTwo(value) ? value : highestBitValue(value) << 1;
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoAbove(vec<L, T, Q> const& v)
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{
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return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoAbove, v);
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}
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///////////////////
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// powerOfTwoBelow
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template<typename genType>
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GLM_FUNC_QUALIFIER genType powerOfTwoBelow(genType value)
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{
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return isPowerOfTwo(value) ? value : highestBitValue(value);
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoBelow(vec<L, T, Q> const& v)
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{
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return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoBelow, v);
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}
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/////////////////////
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// powerOfTwoNearest
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template<typename genType>
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GLM_FUNC_QUALIFIER genType powerOfTwoNearest(genType value)
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{
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if(isPowerOfTwo(value))
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return value;
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genType const prev = highestBitValue(value);
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genType const next = prev << 1;
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return (next - value) < (value - prev) ? next : prev;
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> powerOfTwoNearest(vec<L, T, Q> const& v)
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{
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return detail::functor1<vec, L, T, T, Q>::call(powerOfTwoNearest, v);
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}
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}//namespace glm
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