yog_inventory/lib.rs
1//! yog-inventory — real Minecraft Container/Menu screens for Yog mods.
2//!
3//! Unlike `yog-ui` (a HUD-drawn overlay screen with no real item slots), this
4//! crate describes actual vanilla-style inventory screens: a block's own
5//! slots plus, optionally, the player's own inventory grid underneath —
6//! backed by a real Minecraft `BlockEntity`/`AbstractContainerMenu` on the
7//! Java side, with real drag-and-drop and network sync for free.
8//!
9//! See `DESIGN.md` for the full architecture and phased plan. This crate
10//! currently covers the data model (phase 2); the Java-side `BlockEntity`/
11//! `Menu`/`Screen` plumbing lands in later phases.
12//!
13//! What the open screen's slots hold right now is the bus's
14//! `client::ScreenSlots` service (`yog_api::service::call`).
15
16/// Pixel position of a single slot in vanilla GUI coordinate space (the same
17/// space vanilla screens use: origin at the panel's top-left corner, one
18/// vanilla slot = 18×18px).
19#[derive(Debug, Clone, PartialEq, yog_data::Schema)]
20pub struct SlotLayout {
21 pub x: f32,
22 pub y: f32,
23 /// What the slot takes: item ids (`minecraft:redstone`) and item tags
24 /// (`#c:dusts`). Empty = anything.
25 #[data(default)]
26 pub accepts: Vec<String>,
27}
28
29impl SlotLayout {
30 /// A slot at `(x, y)` taking anything.
31 pub fn at(x: f32, y: f32) -> Self {
32 Self {
33 x,
34 y,
35 accepts: Vec::new(),
36 }
37 }
38}
39
40/// Vanilla spacing between adjacent slots in the default grid.
41pub const SLOT_SIZE: f32 = 18.0;
42
43/// Default position of the player's main inventory (3×9) relative to the
44/// panel's top-left corner — matches vanilla furnace/chest-style screens.
45pub const DEFAULT_PLAYER_INV_OFFSET: (f32, f32) = (8.0, 84.0);
46/// Extra vertical gap between the player's main inventory and their hotbar,
47/// on top of the normal per-row `SLOT_SIZE` spacing (also a vanilla convention).
48pub const PLAYER_INV_TO_HOTBAR_GAP: f32 = 4.0;
49/// Columns of [`InventoryDef::default_grid`] (a vanilla container row).
50const DEFAULT_GRID_COLS: usize = 9;
51/// Top-left slot of [`InventoryDef::default_grid`] — leaves room for the
52/// title above, like vanilla containers.
53const DEFAULT_GRID_ORIGIN: (f32, f32) = (8.0, 18.0);
54
55/// Describes one inventory-backed screen: how many slots a mod block has,
56/// where they sit, whether the player's own inventory is appended below,
57/// and which background texture to draw (vanilla default, or a mod's own).
58#[derive(Debug, Clone, yog_data::Schema)]
59pub struct InventoryDef {
60 pub id: String,
61 pub slot_count: usize,
62 /// Per-slot pixel positions. Empty = auto-generate a default grid (see
63 /// [`InventoryDef::default_grid`]).
64 pub layout: Vec<SlotLayout>,
65 /// Appends the player's main inventory (3×9) + hotbar (9) below the
66 /// custom slots — no armor, no offhand. Native vanilla slot rendering.
67 pub include_player_inventory: bool,
68 pub player_inv_offset: (f32, f32),
69 /// `None` = default vanilla-style panel texture.
70 pub background_texture: Option<String>,
71 pub title: String,
72 /// Screen size to center the container on — `None` uses the vanilla
73 /// default (176×166). Set this when a custom `on_ui_render` overlay
74 /// draws decoration at a different size, so the real vanilla `Slot`s
75 /// (positioned by `layout`/`player_inv_offset` relative to the
76 /// container's top-left corner) land under that decoration instead of
77 /// the two disagreeing about where the top-left corner even is.
78 pub background_size: Option<(f32, f32)>,
79 /// A machine's part of it (`.yui` `<RecipeArea kind="…">`): its slots
80 /// make recipes of a kind, like a crafting table.
81 pub machine: Option<Machine>,
82}
83
84/// A machine in an inventory: it makes recipes of `kind` from what's in
85/// its `places` — each a slot of the inventory holding one ingredient of
86/// one of the kind's slots — into its `result` slot.
87#[derive(Debug, Clone, PartialEq, yog_data::Schema)]
88pub struct Machine {
89 pub kind: String,
90 pub places: Vec<MachinePlace>,
91 pub result: usize,
92}
93
94/// One ingredient's place: the `index`-th of the kind's slot `slot`, in the
95/// inventory's slot `inv`.
96#[derive(Debug, Clone, PartialEq, yog_data::Schema)]
97pub struct MachinePlace {
98 pub slot: String,
99 pub index: usize,
100 pub inv: usize,
101}
102
103impl InventoryDef {
104 pub fn new(id: impl Into<String>, slot_count: usize) -> Self {
105 Self {
106 id: id.into(),
107 slot_count,
108 layout: Vec::new(),
109 include_player_inventory: true,
110 player_inv_offset: DEFAULT_PLAYER_INV_OFFSET,
111 background_texture: None,
112 title: String::new(),
113 background_size: None,
114 machine: None,
115 }
116 }
117
118 /// Makes part of it a machine (see [`Machine`]).
119 pub fn machine(mut self, machine: Machine) -> Self {
120 self.machine = Some(machine);
121 self
122 }
123
124 /// Explicit per-slot pixel positions, overriding the default grid.
125 pub fn layout(mut self, layout: Vec<SlotLayout>) -> Self {
126 self.layout = layout;
127 self
128 }
129
130 /// Remap the slot grid from Yog Data text (JSON too): a list of
131 /// `{x, y}` — one entry per slot, in slot-index order. Lets users/mod-packs
132 /// override the layout without recompiling. Text that doesn't read is
133 /// ignored (falls back to whatever layout was set before, or the default grid).
134 pub fn layout_from_text(mut self, text: &str) -> Self {
135 let parsed = yog_data::text::parse_value(text).ok();
136 if let Some(layout) = parsed.and_then(|v| yog_data::read_value(&v).ok()) {
137 self.layout = layout;
138 }
139 self
140 }
141
142 /// Whether the player's main inventory + hotbar (no armor/offhand) is
143 /// appended below the custom slots. Default: `true`.
144 pub fn include_player_inventory(mut self, v: bool) -> Self {
145 self.include_player_inventory = v;
146 self
147 }
148
149 pub fn player_inv_offset(mut self, x: f32, y: f32) -> Self {
150 self.player_inv_offset = (x, y);
151 self
152 }
153
154 /// Custom background texture (resource path); `None` keeps the default
155 /// vanilla-style panel.
156 pub fn background_texture(mut self, path: impl Into<String>) -> Self {
157 self.background_texture = Some(path.into());
158 self
159 }
160
161 /// Size (in GUI pixels) a custom `on_ui_render` overlay draws its
162 /// decoration at — used to center the real vanilla container on the
163 /// same footprint so its `Slot`s land under that decoration. Leave
164 /// unset to keep the vanilla default 176×166 centering.
165 pub fn background_size(mut self, w: f32, h: f32) -> Self {
166 self.background_size = Some((w, h));
167 self
168 }
169
170 pub fn title(mut self, title: impl Into<String>) -> Self {
171 self.title = title.into();
172 self
173 }
174
175 /// Resolve the effective slot layout: the explicit one if set, otherwise
176 /// [`InventoryDef::default_grid`].
177 pub fn resolved_layout(&self) -> Vec<SlotLayout> {
178 if !self.layout.is_empty() {
179 return self.layout.clone();
180 }
181 Self::default_grid(self.slot_count)
182 }
183
184 /// Default vanilla-style grid: up to 9 columns, 18px spacing, starting at
185 /// (8, 18) — leaves room for a title above, matches vanilla containers.
186 pub fn default_grid(slot_count: usize) -> Vec<SlotLayout> {
187 let (x0, y0) = DEFAULT_GRID_ORIGIN;
188 (0..slot_count)
189 .map(|i| {
190 let col = (i % DEFAULT_GRID_COLS) as f32;
191 let row = (i / DEFAULT_GRID_COLS) as f32;
192 SlotLayout::at(x0 + col * SLOT_SIZE, y0 + row * SLOT_SIZE)
193 })
194 .collect()
195 }
196}
197
198#[cfg(test)]
199mod tests {
200 use super::*;
201
202 #[test]
203 fn default_grid_wraps_rows() {
204 let g = InventoryDef::new("t", DEFAULT_GRID_COLS + 1).resolved_layout();
205 assert_eq!(g[0], SlotLayout::at(8.0, 18.0));
206 assert_eq!(g[DEFAULT_GRID_COLS], SlotLayout::at(8.0, 36.0));
207 }
208
209 #[test]
210 fn layout_reads_from_text() {
211 let def = InventoryDef::new("t", 2)
212 .layout_from_text(r##"[{"x": 1.5, "y": 2}, {x: 30, y: 4, accepts: ["#c:dusts"]}]"##);
213 assert_eq!(def.layout[0], SlotLayout::at(1.5, 2.0));
214 assert_eq!(def.layout[1].accepts, ["#c:dusts"]);
215 let kept = def.clone().layout_from_text("not a layout");
216 assert_eq!(kept.layout, def.layout);
217 }
218}