UI: sub-UIs work?

This commit is contained in:
minjaesong
2017-07-25 17:21:02 +09:00
parent 30b43eaab5
commit 3d622835c7
31 changed files with 390 additions and 283 deletions

View File

@@ -17,7 +17,7 @@ import net.torvald.terrarum.round
*
* Created by minjaesong on 15-12-31.
*/
class UIHandler(var UI: UICanvas,
class UIHandler(//var UI: UICanvas,
var toggleKeyLiteral: Int? = null, var toggleButtonLiteral: Int? = null,
// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
var customPositioning: Boolean = false, // mainly used by vital meter
@@ -61,7 +61,7 @@ class UIHandler(var UI: UICanvas,
var openCloseCounter = 0f
init {
UI.handler = this
//UI.handler = this
}
@@ -69,7 +69,23 @@ class UIHandler(var UI: UICanvas,
private val toggleButton: Int?; get() = toggleButtonLiteral // to support in-screen keybind changing
fun update(delta: Float) {
val subUIs = ArrayList<UICanvas>()
fun addSubUI(ui: UICanvas) {
if (subUIs.contains(ui))
throw IllegalArgumentException(
"Exact copy of the UI already exists: The instance of ${ui.javaClass.simpleName}"
)
subUIs.add(ui)
}
fun removeSubUI(ui: UICanvas) {
subUIs.remove(ui)
}
fun update(ui: UICanvas, delta: Float) {
// open/close UI by key pressed
if (toggleKey != null) {
if (KeyToggler.isOn(toggleKey!!)) {
@@ -89,7 +105,7 @@ class UIHandler(var UI: UICanvas,
if (isVisible || alwaysVisible) {
UI.update(delta)
ui.updateUI(delta)
}
if (isOpening) {
@@ -99,12 +115,12 @@ class UIHandler(var UI: UICanvas,
// println("UI ${UI.javaClass.simpleName} (open)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doOpening(delta)
if (openCloseCounter < ui.openCloseTime) {
ui.doOpening(delta)
// println("UIHandler.opening ${UI.javaClass.simpleName}")
}
else {
UI.endOpening(delta)
ui.endOpening(delta)
isOpening = false
isClosing = false
isOpened = true
@@ -117,12 +133,12 @@ class UIHandler(var UI: UICanvas,
// println("UI ${UI.javaClass.simpleName} (close)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doClosing(delta)
if (openCloseCounter < ui.openCloseTime) {
ui.doClosing(delta)
// println("UIHandler.closing ${UI.javaClass.simpleName}")
}
else {
UI.endClosing(delta)
ui.endClosing(delta)
isClosing = false
isOpening = false
isOpened = false
@@ -130,9 +146,13 @@ class UIHandler(var UI: UICanvas,
openCloseCounter = 0f
}
}
subUIs.forEach { it.update(delta) }
}
fun render(batch: SpriteBatch, camera: Camera) {
fun render(ui: UICanvas, batch: SpriteBatch, camera: Camera) {
if (isVisible || alwaysVisible) {
// camera SHOULD BE CENTERED to HALFX and HALFY (see StateInGame) //
@@ -149,9 +169,13 @@ class UIHandler(var UI: UICanvas,
}
batch.color = Color.WHITE
UI.render(batch)
ui.renderUI(batch, camera)
//ingameGraphics.flush()
}
subUIs.forEach { it.render(batch, camera) }
}
fun setPosition(x: Int, y: Int) {
@@ -219,68 +243,6 @@ class UIHandler(var UI: UICanvas,
}
}
fun keyDown(keycode: Int): Boolean {
if (isVisible) {
return UI.keyDown(keycode)
}
return false
}
fun keyUp(keycode: Int): Boolean {
if (isVisible) {
return UI.keyUp(keycode)
}
return false
}
fun keyTyped(char: Char): Boolean {
if (isVisible) {
return UI.keyTyped(char)
}
return false
}
fun mouseMoved(screenX: Int, screenY: Int) {
if (isVisible) {
UI.mouseMoved(screenX, screenY)
}
}
fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
if (isVisible) {
UI.touchDragged(screenX, screenY, pointer)
}
return false
}
fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
UI.touchDown(screenX, screenY, pointer, button)
}
return false
}
fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
UI.touchUp(screenX, screenY, pointer, button)
}
return false
}
fun scrolled(amount: Int): Boolean {
if (isVisible) {
UI.scrolled(amount)
}
return false
}
// constant UI can't take control
val isTakingControl: Boolean
get() {
@@ -290,10 +252,6 @@ class UIHandler(var UI: UICanvas,
return isVisible && !isOpening
}
fun dispose() {
UI.dispose()
}
fun setCameraPosition(batch: SpriteBatch, camera: Camera, newX: Float, newY: Float) {
Ingame.setCameraPosition(batch, camera, newX, newY)
}