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:
zhenyan121
2026-07-23 14:07:11 +08:00
committed by GitHub
parent 45d2c8234a
commit def311c7dd
565 changed files with 98955 additions and 214 deletions

View File

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/// @ref gtx_rotate_vector
namespace glm
{
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> slerp
(
vec<3, T, Q> const& x,
vec<3, T, Q> const& y,
T const& a
)
{
// get cosine of angle between vectors (-1 -> 1)
T CosAlpha = dot(x, y);
// get angle (0 -> pi)
T Alpha = acos(CosAlpha);
// get sine of angle between vectors (0 -> 1)
T SinAlpha = sin(Alpha);
// this breaks down when SinAlpha = 0, i.e. Alpha = 0 or pi
T t1 = sin((static_cast<T>(1) - a) * Alpha) / SinAlpha;
T t2 = sin(a * Alpha) / SinAlpha;
// interpolate src vectors
return x * t1 + y * t2;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<2, T, Q> rotate
(
vec<2, T, Q> const& v,
T const& angle
)
{
vec<2, T, Q> Result;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotate
(
vec<3, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return mat<3, 3, T, Q>(glm::rotate(angle, normal)) * v;
}
/*
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateGTX(
const vec<3, T, Q>& x,
T angle,
const vec<3, T, Q>& normal)
{
const T Cos = cos(radians(angle));
const T Sin = sin(radians(angle));
return x * Cos + ((x * normal) * (T(1) - Cos)) * normal + cross(x, normal) * Sin;
}
*/
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotate
(
vec<4, T, Q> const& v,
T const& angle,
vec<3, T, Q> const& normal
)
{
return rotate(angle, normal) * v;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateX
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result(v);
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateY
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<3, T, Q> rotateZ
(
vec<3, T, Q> const& v,
T const& angle
)
{
vec<3, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateX
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.y = v.y * Cos - v.z * Sin;
Result.z = v.y * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateY
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos + v.z * Sin;
Result.z = -v.x * Sin + v.z * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER vec<4, T, Q> rotateZ
(
vec<4, T, Q> const& v,
T const& angle
)
{
vec<4, T, Q> Result = v;
T const Cos(cos(angle));
T const Sin(sin(angle));
Result.x = v.x * Cos - v.y * Sin;
Result.y = v.x * Sin + v.y * Cos;
return Result;
}
template<typename T, qualifier Q>
GLM_FUNC_QUALIFIER mat<4, 4, T, Q> orientation
(
vec<3, T, Q> const& Normal,
vec<3, T, Q> const& Up
)
{
if(all(equal(Normal, Up, epsilon<T>())))
return mat<4, 4, T, Q>(static_cast<T>(1));
vec<3, T, Q> RotationAxis = cross(Up, Normal);
T Angle = acos(dot(Normal, Up));
return rotate(Angle, RotationAxis);
}
}//namespace glm