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Move client code out of ItemDefManager (#15967)
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commit
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10 changed files with 195 additions and 163 deletions
102
src/client/item_visuals_manager.cpp
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102
src/client/item_visuals_manager.cpp
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2025 cx384
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#include "item_visuals_manager.h"
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#include "mesh.h"
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#include "client.h"
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#include "texturesource.h"
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#include "itemdef.h"
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#include "inventory.h"
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ItemVisualsManager::ItemVisuals::~ItemVisuals() {
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if (wield_mesh.mesh)
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wield_mesh.mesh->drop();
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}
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ItemVisualsManager::ItemVisuals *ItemVisualsManager::createItemVisuals( const ItemStack &item,
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Client *client) const
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{
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// This is not thread-safe
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sanity_check(std::this_thread::get_id() == m_main_thread);
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IItemDefManager *idef = client->idef();
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const ItemDefinition &def = item.getDefinition(idef);
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std::string inventory_image = item.getInventoryImage(idef);
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std::string inventory_overlay = item.getInventoryOverlay(idef);
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std::string cache_key = def.name;
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if (!inventory_image.empty())
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cache_key += "/" + inventory_image;
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if (!inventory_overlay.empty())
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cache_key += ":" + inventory_overlay;
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// Skip if already in cache
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auto it = m_cached_item_visuals.find(cache_key);
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if (it != m_cached_item_visuals.end())
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return it->second.get();
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infostream << "Lazily creating item texture and mesh for \""
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<< cache_key << "\"" << std::endl;
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ITextureSource *tsrc = client->getTextureSource();
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// Create new ItemVisuals
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auto cc = std::make_unique<ItemVisuals>();
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cc->inventory_texture = NULL;
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if (!inventory_image.empty())
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cc->inventory_texture = tsrc->getTexture(inventory_image);
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getItemMesh(client, item, &(cc->wield_mesh));
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cc->palette = tsrc->getPalette(def.palette_image);
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// Put in cache
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ItemVisuals *ptr = cc.get();
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m_cached_item_visuals[cache_key] = std::move(cc);
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return ptr;
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}
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video::ITexture* ItemVisualsManager::getInventoryTexture(const ItemStack &item,
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Client *client) const
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{
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ItemVisuals *iv = createItemVisuals(item, client);
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if (!iv)
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return nullptr;
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return iv->inventory_texture;
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}
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ItemMesh* ItemVisualsManager::getWieldMesh(const ItemStack &item, Client *client) const
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{
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ItemVisuals *iv = createItemVisuals(item, client);
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if (!iv)
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return nullptr;
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return &(iv->wield_mesh);
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}
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Palette* ItemVisualsManager::getPalette(const ItemStack &item, Client *client) const
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{
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ItemVisuals *iv = createItemVisuals(item, client);
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if (!iv)
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return nullptr;
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return iv->palette;
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}
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video::SColor ItemVisualsManager::getItemstackColor(const ItemStack &stack,
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Client *client) const
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{
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// Look for direct color definition
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const std::string &colorstring = stack.metadata.getString("color", 0);
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video::SColor directcolor;
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if (!colorstring.empty() && parseColorString(colorstring, directcolor, true))
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return directcolor;
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// See if there is a palette
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Palette *palette = getPalette(stack, client);
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const std::string &index = stack.metadata.getString("palette_index", 0);
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if (palette && !index.empty())
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return (*palette)[mystoi(index, 0, 255)];
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// Fallback color
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return client->idef()->get(stack.name).color;
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}
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