mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-12 03:24:06 +09:00
default ui open/close transition is now quick-fade
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@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.FloatFrameBuffer
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import com.badlogic.gdx.utils.Disposable
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import com.jme3.math.FastMath
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.*
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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@@ -167,13 +168,60 @@ object Toolkit : Disposable {
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fun blurEntireScreen(batch: SpriteBatch, camera: OrthographicCamera, blurRadius0: Float, x: Int, y: Int, w: Int, h: Int) {
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batch.end()
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val blurRadius = blurRadius0
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val blurRadius = FastMath.pow(blurRadius0, 0.5f)
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val renderTarget = FrameBufferManager.peek()
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/*fboBlurHalf.inAction(camera, batch) {
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blurtex0 = renderTarget.colorBufferTexture
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blurtex0.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex0.bind(0)
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/*if (blurRadius > 3f) {
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val radius3 = (blurRadius - 3f) / 8f
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fboBlurHalf.inAction(camera, batch) {
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blurtex0 = renderTarget.colorBufferTexture
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blurtex0.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex0.bind(0)
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shaderKawaseDown.bind()
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", radius3 / fboBlurHalf.width, radius3 / fboBlurHalf.height)
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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}
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fboBlurQuarter.inAction(camera, batch) {
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blurtex1 = fboBlurHalf.colorBufferTexture
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blurtex1.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex1.bind(0)
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shaderKawaseDown.bind()
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", radius3 / fboBlurQuarter.width, radius3 / fboBlurQuarter.height)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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}
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fboBlurHalf.inAction(camera, batch) {
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blurtex2 = fboBlurQuarter.colorBufferTexture
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blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex2.bind(0)
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shaderKawaseUp.bind()
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", radius3 / fboBlurQuarter.width, radius3 / fboBlurQuarter.height)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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}
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fboBlur.inAction(camera, batch) {
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blurtex3 = fboBlurHalf.colorBufferTexture
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blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex3.bind(0)
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shaderKawaseUp.bind()
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", radius3 / fboBlurHalf.width, radius3 / fboBlurHalf.height)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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}
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}*/
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fboBlurHalf.inAction(camera, batch) {
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blurtex2 = renderTarget.colorBufferTexture
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blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex2.bind(0)
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shaderKawaseDown.bind()
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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@@ -181,29 +229,7 @@ object Toolkit : Disposable {
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blurWriteQuad2.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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}
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fboBlurQuarter.inAction(camera, batch) {
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blurtex1 = fboBlurHalf.colorBufferTexture
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blurtex1.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex1.bind(0)
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shaderKawaseDown.bind()
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shaderKawaseDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseDown.setUniformi("u_texture", 0)
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shaderKawaseDown.setUniformf("halfpixel", blurRadius / fboBlurQuarter.width, blurRadius / fboBlurQuarter.height)
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blurWriteQuad4.render(shaderKawaseDown, GL20.GL_TRIANGLES)
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}
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fboBlurHalf.inAction(camera, batch) {
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blurtex2 = fboBlurQuarter.colorBufferTexture
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blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex2.bind(0)
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shaderKawaseUp.bind()
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shaderKawaseUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", blurRadius / fboBlurQuarter.width, blurRadius / fboBlurQuarter.height)
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blurWriteQuad2.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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}
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fboBlur.inAction(camera, batch) {
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fboBlur.inAction(camera, batch) {
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blurtex3 = fboBlurHalf.colorBufferTexture
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blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex3.bind(0)
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@@ -212,30 +238,6 @@ object Toolkit : Disposable {
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shaderKawaseUp.setUniformi("u_texture", 0)
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shaderKawaseUp.setUniformf("halfpixel", blurRadius / fboBlurHalf.width, blurRadius / fboBlurHalf.height)
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blurWriteQuad.render(shaderKawaseUp, GL20.GL_TRIANGLES)
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}*/
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////////////////////////////////////////////////////////////////////////
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fboBlurHalf.inAction(camera, batch) {
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blurtex2 = renderTarget.colorBufferTexture
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blurtex2.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex2.bind(0)
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shaderBoxDown.bind()
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shaderBoxDown.setUniformMatrix("u_projTrans", camera.combined)
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shaderBoxDown.setUniformi("u_texture", 0)
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shaderBoxDown.setUniformf("halfpixel", blurRadius / fboBlurHalf.width, blurRadius / fboBlurHalf.height)
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blurWriteQuad2.render(shaderBoxDown, GL20.GL_TRIANGLES)
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}
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fboBlur.inAction(camera, batch) {
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blurtex3 = fboBlurHalf.colorBufferTexture
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blurtex3.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear)
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blurtex3.bind(0)
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shaderBoxUp.bind()
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shaderBoxUp.setUniformMatrix("u_projTrans", camera.combined)
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shaderBoxUp.setUniformi("u_texture", 0)
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shaderBoxUp.setUniformf("halfpixel", blurRadius / fboBlurHalf.width, blurRadius / fboBlurHalf.height)
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blurWriteQuad.render(shaderBoxUp, GL20.GL_TRIANGLES)
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}
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@@ -91,7 +91,7 @@ abstract class UICanvas(
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*
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* Timer itself is implemented in the ui.handler.
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*/
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abstract var openCloseTime: Second
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open var openCloseTime: Second = OPENCLOSE_GENERIC
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protected val uiItems = ArrayList<UIItem>()
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@@ -117,8 +117,8 @@ abstract class UICanvas(
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handler.update(this, delta)
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}
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/** Called by the screen */
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fun render(batch: SpriteBatch, camera: Camera) {
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handler.render(this, batch, camera)
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fun render(batch: SpriteBatch, camera: Camera, parentOpacity: Float = 1f) {
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handler.render(this, batch, camera, parentOpacity)
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}
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@@ -152,22 +152,30 @@ abstract class UICanvas(
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/**
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* Do not modify ui.handler.openCloseCounter here.
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*/
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abstract fun doOpening(delta: Float)
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open fun doOpening(delta: Float) {
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handler.opacity = handler.openCloseCounter / openCloseTime
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}
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/**
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* Do not modify ui.handler.openCloseCounter here.
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*/
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abstract fun doClosing(delta: Float)
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open fun doClosing(delta: Float) {
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handler.opacity = (openCloseTime - handler.openCloseCounter) / openCloseTime
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}
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/**
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* Do not modify ui.handler.openCloseCounter here.
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*/
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abstract fun endOpening(delta: Float)
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open fun endOpening(delta: Float) {
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handler.opacity = 1f
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}
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/**
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* Do not modify ui.handler.openCloseCounter here.
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*/
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abstract fun endClosing(delta: Float)
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open fun endClosing(delta: Float) {
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handler.opacity = 0f
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}
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abstract override fun dispose()
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@@ -328,7 +336,7 @@ abstract class UICanvas(
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}
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companion object {
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const val OPENCLOSE_GENERIC = 0.2f
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const val OPENCLOSE_GENERIC = 0.0666f
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fun doOpeningFade(ui: UICanvas, openCloseTime: Second) {
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ui.handler.opacity = maxOf(0f, ui.handler.openCloseCounter - 0.02f) / openCloseTime // fade start 1/50 sec late, it's intended
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@@ -271,7 +271,7 @@ void main() {
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subUIs.forEach { it.update(delta) }
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}
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fun render(ui: UICanvas, batch: SpriteBatch, camera: Camera) {
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fun render(ui: UICanvas, batch: SpriteBatch, camera: Camera, parentOpacity: Float) {
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if (isVisible) {
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// camera SHOULD BE CENTERED to HALFX and HALFY (see StateInGame) //
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@@ -290,7 +290,7 @@ void main() {
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batch.color = Color.WHITE
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batch.shader = shader
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shader.setUniformf("opacity", opacity)
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shader.setUniformf("opacity", opacity * parentOpacity)
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ui.renderUI(batch, camera)
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//ingameGraphics.flush()
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@@ -18,7 +18,7 @@ class UIItemHorizontalFadeSlide(
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//transitionLength: Float,
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currentPosition: Float,
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vararg uis: UICanvas
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) : UIItemTransitionContainer(parent, initialX, initialY, width, height, 0.15f, currentPosition, uis) {
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) : UIItemTransitionContainer(parent, initialX, initialY, width, height, 0.10f, currentPosition, uis) {
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fun getOffX(index: Int) = ((currentPosition - index) * width / 2f).roundToInt()
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fun getOpacity(index: Int) = 1f - (currentPosition - index).absoluteValue.coerceIn(0f, 1f)
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@@ -5,9 +5,10 @@ import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.App
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import net.torvald.terrarum.App.printdbg
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open class UIItemTransitionContainer(
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parent: UICanvas,
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private val parent: UICanvas,
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initialX: Int,
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initialY: Int,
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override val width: Int,
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@@ -77,7 +78,7 @@ open class UIItemTransitionContainer(
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uis.forEachIndexed { index, ui ->
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if (currentPosition > index - 1 + epsilon && currentPosition < index + 1 - epsilon) {
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if (!ui.isOpened && !ui.isOpening) ui.setAsOpen()
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ui.render(batch, camera)
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ui.render(batch, camera, parent.opacity)
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if (debugvals) {
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App.fontSmallNumbers.draw(batch, "$index", 300f + (20 * index), 10f)
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