ingredients selected for crafting will be highlighted on the player inventory area

This commit is contained in:
minjaesong
2022-06-30 22:05:05 +09:00
parent 6a6c042e11
commit 4e98a8c00e
2 changed files with 120 additions and 78 deletions

View File

@@ -8,6 +8,7 @@ import net.torvald.terrarum.*
import net.torvald.terrarum.UIItemInventoryCatBar.Companion.CAT_ALL
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
@@ -319,8 +320,11 @@ open class UIItemInventoryItemGrid(
scrollDownButton.posY = getScrollDotYHeight(itemPageCount) + upDownButtonGapToDots
items.forEach { it.render(batch, camera) }
// define each button's highlighted status from the list of forceHighlighted, then render the button
items.forEach {
it.forceHighlighted = forceHighlightList.contains(it.item?.dynamicID)
it.render(batch, camera)
}
if (!hideSidebar) {
gridModeButtons.forEach { it.render(batch, camera) }
@@ -400,6 +404,25 @@ open class UIItemInventoryItemGrid(
}
}
private val forceHighlightList = HashSet<ItemID>()
/**
* Call before rebuild()
*/
open internal fun clearForceHighlightList() {
forceHighlightList.clear()
}
/**
* Call before rebuild()
*/
open internal fun addToForceHighlightList(items: List<ItemID>) {
forceHighlightList.addAll(items)
}
open internal fun removeFromForceHighlightList(items: List<ItemID>) {
forceHighlightList.removeAll(items)
}
open internal fun rebuild(filter: Array<String>) {
//println("Rebuilt inventory")
@@ -421,14 +444,17 @@ open class UIItemInventoryItemGrid(
// test sort by name
inventorySortList.sortBy { ItemCodex[it.itm]!!.name }
// items.forEach { it.forceHighlighted = false }
// map sortList to item list
for (k in items.indices) {
val item = items[k]
// we have an item
try {
val sortListItem = inventorySortList[k + itemPage * items.size]
items[k].item = ItemCodex[sortListItem.itm]
items[k].amount = sortListItem.qty * numberMultiplier
items[k].itemImage = ItemCodex.getItemImage(sortListItem.itm)
item.item = ItemCodex[sortListItem.itm]
item.amount = sortListItem.qty * numberMultiplier
item.itemImage = ItemCodex.getItemImage(sortListItem.itm)
// set quickslot number
if (getInventory() is ActorInventory) {
@@ -436,33 +462,38 @@ open class UIItemInventoryItemGrid(
for (qs in 1..UIQuickslotBar.SLOT_COUNT) {
if (sortListItem.itm == ainv.getQuickslotItem(qs - 1)?.itm) {
items[k].quickslot = qs % 10 // 10 -> 0, 1..9 -> 1..9
item.quickslot = qs % 10 // 10 -> 0, 1..9 -> 1..9
break
}
else
items[k].quickslot = null
item.quickslot = null
}
// set equippedslot number
for (eq in ainv.itemEquipped.indices) {
if (eq < ainv.itemEquipped.size) {
if (ainv.itemEquipped[eq] == items[k].item?.dynamicID) {
items[k].equippedSlot = eq
if (ainv.itemEquipped[eq] == item.item?.dynamicID) {
item.equippedSlot = eq
break
}
else
items[k].equippedSlot = null
item.equippedSlot = null
}
}
}
// highlight if matches
if (forceHighlightList.contains(item.item?.dynamicID)) {
item.forceHighlighted = true
}
}
// we do not have an item, empty the slot
catch (e: IndexOutOfBoundsException) {
items[k].item = null
items[k].amount = 0
items[k].itemImage = null
items[k].quickslot = null
items[k].equippedSlot = null
item.item = null
item.amount = 0
item.itemImage = null
item.quickslot = null
item.equippedSlot = null
}
}