Improve rendering of waypoint previews
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parent
2fcd559261
commit
bcca6f00be
39
src/gui.lua
39
src/gui.lua
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@ -221,18 +221,23 @@ local function get_award_list(data, fs, ctn_len, yextra, award_list, awards_unlo
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end
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end
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local function get_isometric_view(fs, pos, X, Y)
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pos = vec_round(pos)
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local width = 8
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local function get_isometric_view(fs, pos, X, Y, cubes, depth)
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pos = vec_round(pos)
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cubes = cubes or 0
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depth = depth or -1
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local pos1 = vec_new(pos.x - width, pos.y - 1, pos.z - width)
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local pos2 = vec_new(pos.x + width, pos.y + 3, pos.z + width)
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core.emerge_area(pos1, pos2)
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local width = 8
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local height = 4
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local max_depth = -5
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local pos1 = vec_new(pos.x - width, pos.y + depth, pos.z - width)
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local pos2 = vec_new(pos.x + width, pos.y + height - 1, pos.z + width)
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local vm = VoxelManip(pos1, pos2)
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local emin, emax = vm:read_from_map(pos1, pos2)
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local area = VoxelArea:new{MinEdge = emin, MaxEdge = emax}
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local data = vm:get_data()
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local t, c = {}, 0
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for idx in area:iterp(pos1, pos2) do
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local cube = i3.cubes[data[idx]]
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@ -251,9 +256,28 @@ local function get_isometric_view(fs, pos, X, Y)
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size -= 0.05
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end
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insert(fs, fmt("image[%f,%f;%.1f,%.1f;%s]", x + X, y + Y, size, size, img))
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c++
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cubes++
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t[c] = fmt("image[%f,%f;%.1f,%.1f;%s]", x + X, y + Y, size, size, img)
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end
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end
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local maxc = ((width << 1) ^ 2) * height
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if cubes < maxc and depth > max_depth then
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depth -= 1
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Y -= 0.1
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get_isometric_view(fs, pos, X, Y, cubes, depth)
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else
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t[0] = #t
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for i = 1, t[0] do
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insert(fs, t[i])
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end
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local shift = depth == -1 and 0.55 or 1.05
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fs("image", 2.7, Y + shift, 0.3, 0.3, PNG.flag)
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end
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end
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local function get_waypoint_fs(fs, data, player, yextra, ctn_len)
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@ -334,7 +358,6 @@ local function get_waypoint_fs(fs, data, player, yextra, ctn_len)
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local pos = str_to_pos(data.waypoints[i].pos)
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get_isometric_view(fs, pos, 0.6, y - 2.5)
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fs("image", 2.7, y - 1.5, 0.3, 0.3, PNG.flag)
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end
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end
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