uiitem toggle button impl

This commit is contained in:
minjaesong
2019-10-17 10:59:47 +09:00
parent 7f4e6aad15
commit 08efc934a9
4 changed files with 220 additions and 4 deletions

View File

@@ -17,7 +17,7 @@ object CommonResourcePool {
private val poolKillFun = HashMap<String, (() -> Unit)?>()
//private val typesMap = HashMap<String, Class<*>>()
private var loadCounter = -1 // using counters so that the loading can be done on separate thread (gg if the asset requires GL context to be loaded)
val loaded: Boolean
val loaded: Boolean // see if there's a thing to load
get() = loadCounter == 0
init {
@@ -93,7 +93,7 @@ object CommonResourcePool {
* Consumes the loading list. After the load, the list will be empty
*/
fun loadAll() {
if (loaded) return //throw IllegalStateException("Assets are already loaded and shipped out :p")
if (loaded) return
while (!loadingList.isEmpty) {
val (name, loadfun, killfun) = loadingList.removeFirst()

View File

@@ -509,8 +509,8 @@ fun Float.ceilInt() = FastMath.ceil(this)
fun Double.round() = Math.round(this).toDouble()
fun Double.floor() = Math.floor(this)
fun Double.ceil() = this.floor() + 1.0
fun Double.roundInt(): Int = Math.round(this).toInt()
fun Float.roundInt(): Int = Math.round(this)
@Deprecated("Use kotlin.roundToInt") fun Double.roundInt(): Int = Math.round(this).toInt()
@Deprecated("Use kotlin.roundToInt") fun Float.roundInt(): Int = Math.round(this)
fun Double.abs() = Math.abs(this)
fun Double.sqr() = this * this
fun Float.sqr() = this * this

View File

@@ -0,0 +1,112 @@
package net.torvald.terrarum.tests
import com.badlogic.gdx.ApplicationAdapter
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.ShaderProgram
import com.badlogic.gdx.graphics.glutils.ShapeRenderer
import com.jme3.math.FastMath
import net.torvald.terrarum.*
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UIItem
import net.torvald.terrarum.ui.UIItemTextButton
import net.torvald.terrarum.ui.UIItemToggleButton
import kotlin.math.roundToInt
/**
* Created by Torvald on 2019-10-16.
*/
class UIElemTest : ApplicationAdapter() {
private lateinit var batch: SpriteBatch
private lateinit var camera: OrthographicCamera
private lateinit var ui: UICanvas
override fun create() {
batch = SpriteBatch()
camera = OrthographicCamera()
camera.setToOrtho(false, 800f, 600f)
camera.update()
ui = DummyTogglePane()
ui.isVisible = true
}
override fun render() {
ui.update(Gdx.graphics.rawDeltaTime)
ui.render(batch, camera)
}
override fun dispose() {
batch.dispose()
}
}
class DummyTogglePane : UICanvas() {
private val button1 = UIItemToggleButton(this, 10, 10)
override var width = 100
override var height = 25
override var openCloseTime: Second = 0f
private var timer = 0f
override fun updateUI(delta: Float) {
timer += delta
if (timer >= 1.5f) {
timer -= 1.5f
button1.toggle()
}
button1.update(delta)
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
batch.inUse {
batch.color = Color(0x404040ff)
button1.render(batch, camera)
}
}
override fun doOpening(delta: Float) {
}
override fun doClosing(delta: Float) {
}
override fun endOpening(delta: Float) {
}
override fun endClosing(delta: Float) {
}
override fun dispose() {
}
}
fun main(args: Array<String>) {
ShaderProgram.pedantic = false
val appConfig = LwjglApplicationConfiguration()
appConfig.vSyncEnabled = false
appConfig.resizable = false
appConfig.width = 800
appConfig.height = 600
appConfig.backgroundFPS = 60
appConfig.foregroundFPS = 60
appConfig.forceExit = false
LwjglApplication(UIElemTest(), appConfig)
}

View File

@@ -0,0 +1,104 @@
package net.torvald.terrarum.ui
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.toInt
import kotlin.math.roundToInt
/**
* Created by Torvald on 2019-10-17.
*/
class UIItemToggleButton(
parent: UICanvas,
override var posX: Int,
override var posY: Int,
private var status: Boolean = false
) : UIItem(parent) {
init {
CommonResourcePool.addToLoadingList("ui_item_toggler_base") {
Texture(Gdx.files.internal("./assets/graphics/gui/toggler_back.tga"))
}
CommonResourcePool.addToLoadingList("ui_item_toggler_handle") {
Texture(Gdx.files.internal("./assets/graphics/gui/toggler_switch.tga"))
}
CommonResourcePool.loadAll()
}
override val width: Int
get() = togglerBase.width
override val height: Int
get() = togglerBase.height
override var oldPosX = posX
override var oldPosY = posY
private var togglerBase = CommonResourcePool.getAsTexture("ui_item_toggler_base")
private var togglerHandle = CommonResourcePool.getAsTexture("ui_item_toggler_handle")
private var handleTravelDist = togglerBase.width - togglerHandle.width
private var handlePos = handleTravelDist * status.toInt()
private var animTimer = 0f
private var animLength = 0.1f
private var animCalled = false
fun getStatus() = status
fun setAsTrue() {
animCalled = true
animTimer = 0f
status = true
}
fun setAsFalse() {
animCalled = true
animTimer = 0f
status = false
}
fun toggle() {
if (status) setAsFalse() else setAsTrue()
}
override fun update(delta: Float) {
super.update(delta)
// make things move
if (animCalled) {
handlePos = if (status)
((animTimer / animLength) * handleTravelDist).roundToInt()
else
handleTravelDist - ((animTimer / animLength) * handleTravelDist).roundToInt()
animTimer += delta
}
if (animTimer >= animLength) {
handlePos = handleTravelDist * status.toInt()
animCalled = false
}
oldPosX = posX
oldPosY = posY
}
override fun render(batch: SpriteBatch, camera: Camera) {
batch.color = Color.WHITE
blendNormal(batch)
batch.draw(togglerBase, posX.toFloat(), posY.toFloat())
batch.draw(togglerHandle, (posX + handlePos).toFloat(), posY.toFloat())
super.render(batch, camera)
}
override fun dispose() {
}
}