DEADSOFTWARE

Add my repo for automultibind
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / render / WindowsRenderer.kt
index 2fa093f61719d8564637e5ce4e456b2e7153b201..945bb1ec458991b9e4487636895f53914c77d376 100644 (file)
@@ -6,18 +6,20 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer
 import com.badlogic.gdx.math.Rectangle
 import ru.deadsoftware.cavedroid.game.GameScope
 import ru.deadsoftware.cavedroid.game.GameUiWindow
-import ru.deadsoftware.cavedroid.game.render.windows.CraftingWindowRenderer
-import ru.deadsoftware.cavedroid.game.render.windows.CreativeWindowRenderer
-import ru.deadsoftware.cavedroid.game.render.windows.SurvivalWindowRenderer
-import ru.deadsoftware.cavedroid.game.windows.GameWindowsManager
+import ru.deadsoftware.cavedroid.game.render.windows.*
+import ru.deadsoftware.cavedroid.game.ui.windows.GameWindowsManager
+import ru.deadsoftware.cavedroid.misc.annotations.multibinding.BindRenderer
 import javax.inject.Inject
 
 @GameScope
+@BindRenderer
 class WindowsRenderer @Inject constructor(
     private val creativeWindowRenderer: CreativeWindowRenderer,
     private val survivalWindowRenderer: SurvivalWindowRenderer,
     private val craftingWindowRenderer: CraftingWindowRenderer,
     private val gameWindowsManager: GameWindowsManager,
+    private val furnaceWindowRenderer: FurnaceWindowRenderer,
+    private val chestWindowRenderer: ChestWindowRenderer,
 ) : IGameRenderer {
 
     override val renderLayer get() = RENDER_LAYER
@@ -27,6 +29,8 @@ class WindowsRenderer @Inject constructor(
             GameUiWindow.CREATIVE_INVENTORY -> creativeWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
             GameUiWindow.SURVIVAL_INVENTORY -> survivalWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
             GameUiWindow.CRAFTING_TABLE -> craftingWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
+            GameUiWindow.FURNACE -> furnaceWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
+            GameUiWindow.CHEST -> chestWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
             GameUiWindow.NONE -> return
             else -> Gdx.app.error(TAG, "Cannot draw window: ${windowType.name}")
         }