mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
crafting ui nearly complete
This commit is contained in:
@@ -5,8 +5,10 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.defaultInventoryCellTheme
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UICanvas
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@@ -28,7 +30,8 @@ class UIItemInventoryElemSimple(
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keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self
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touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self
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extraInfo: Any? = null,
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highlightEquippedItem: Boolean = true // for some UIs that only cares about getting equipped slot number but not highlighting
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highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
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var colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) {
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companion object {
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@@ -47,18 +50,25 @@ class UIItemInventoryElemSimple(
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}
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private var highlightToMainCol = false
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private var highlightToSubCol = false
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override fun render(batch: SpriteBatch, camera: Camera) {
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blendNormal(batch)
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highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted
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highlightToSubCol = customHighlightRule2?.invoke(this) ?: false
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// cell background
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if (item != null || drawBackOnNull) {
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batch.color = Toolkit.Theme.COL_CELL_FILL
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Toolkit.fillArea(batch, posX, posY, width, height)
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}
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// cell border
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batch.color = if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
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else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
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else Toolkit.Theme.COL_INVENTORY_CELL_BORDER
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batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol
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else if (highlightToSubCol) colourTheme.cellHighlightSubCol
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else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol
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else colourTheme.cellHighlightNormalCol
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Toolkit.drawBoxBorder(batch, posX, posY, width, height)
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@@ -96,10 +106,10 @@ class UIItemInventoryElemSimple(
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// if mouse is over, text lights up
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// highlight item count (blocks/walls) if the item is equipped
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batch.color = item!!.nameColour mul (
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if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
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else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
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else Color.WHITE
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)
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if (highlightToMainCol) colourTheme.textHighlightMainCol
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else if (highlightToSubCol) colourTheme.textHighlightSubCol
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else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol
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else colourTheme.textHighlightNormalCol)
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App.fontSmallNumbers.draw(batch,
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amountString,
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@@ -5,6 +5,7 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
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@@ -31,7 +32,8 @@ class UIItemInventoryElemWide(
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keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self
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touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self
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extraInfo: Any? = null,
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highlightEquippedItem: Boolean = true // for some UIs that only cares about getting equipped slot number but not highlighting
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highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
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var colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) {
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companion object {
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@@ -63,20 +65,35 @@ class UIItemInventoryElemWide(
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}
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}
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private val fwsp = 0x3000.toChar()
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private var highlightToMainCol = false
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private var highlightToSubCol = false
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var cellHighlightMainCol = Toolkit.Theme.COL_HIGHLIGHT
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var cellHighlightSubCol = Toolkit.Theme.COL_LIST_DEFAULT
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var cellHighlightMouseUpCol = Toolkit.Theme.COL_ACTIVE
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var cellHighlightNormalCol = Toolkit.Theme.COL_INVENTORY_CELL_BORDER
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var textHighlightMainCol = Toolkit.Theme.COL_HIGHLIGHT
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var textHighlightSubCol = Color.WHITE
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var textHighlightMouseUpCol = Toolkit.Theme.COL_ACTIVE
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var textHighlightNormalCol = Color.WHITE
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override fun render(batch: SpriteBatch, camera: Camera) {
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blendNormal(batch)
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highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted
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highlightToSubCol = customHighlightRule2?.invoke(this) ?: false
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// cell background
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if (item != null || drawBackOnNull) {
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batch.color = Toolkit.Theme.COL_CELL_FILL
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Toolkit.fillArea(batch, posX, posY, width, height)
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}
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// cell border
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batch.color = if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
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else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
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else Toolkit.Theme.COL_INVENTORY_CELL_BORDER
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batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol
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else if (highlightToSubCol) colourTheme.cellHighlightSubCol
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else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol
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else colourTheme.cellHighlightNormalCol
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Toolkit.drawBoxBorder(batch, posX, posY, width, height)
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@@ -92,15 +109,15 @@ class UIItemInventoryElemWide(
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// if mouse is over, text lights up
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// highlight item name and count (blocks/walls) if the item is equipped
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batch.color = item!!.nameColour mul (
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if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
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else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
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else Color.WHITE
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)
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if (highlightToMainCol) colourTheme.textHighlightMainCol
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else if (highlightToSubCol) colourTheme.textHighlightSubCol
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else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol
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else colourTheme.textHighlightNormalCol)
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// draw name of the item
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App.fontGame.draw(batch,
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// print name and amount in parens
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item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1L) "$fwsp!!$amountString!!" else ""),
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item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""),
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posX + textOffsetX,
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posY + textOffsetY
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@@ -106,7 +106,7 @@ open class FixtureInventory() {
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val newCount = existingItem.qty - count
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/*if (newCount < 0) {
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throw Error("[${this.javaClass.canonicalName}] Tried to remove $count of $item, but the inventory only contains ${existingItem.qty} of them.")
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throw InventoryFailedTransactionError("[${this.javaClass.canonicalName}] Tried to remove $count of $item, but the inventory only contains ${existingItem.qty} of them.")
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}
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else*/ if (newCount > 0) {
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// decrement count
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@@ -120,7 +120,7 @@ open class FixtureInventory() {
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}
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}
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else {
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// throw Error("[${this.javaClass.canonicalName}] Tried to remove $item, but the inventory does not have it.")
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// throw InventoryFailedTransactionError("[${this.javaClass.canonicalName}] Tried to remove $item, but the inventory does not have it.")
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}
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}
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@@ -234,4 +234,6 @@ class InventoryPair : Comparable<InventoryPair> {
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operator fun component2() = qty
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override fun compareTo(other: InventoryPair) = this.itm.compareTo(other.itm)
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}
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}
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class InventoryTransactionFailedError(msg: String) : Error(msg)
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@@ -77,7 +77,7 @@ internal class UIStorageChest : UICanvas(
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override var height = App.scr.height
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override var openCloseTime: Second = 0.0f
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private val negotiator = object : InventoryNegotiator() {
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private val negotiator = object : InventoryTransactionNegotiator() {
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override fun accept(player: FixtureInventory, fixture: FixtureInventory, item: GameItem, amount: Long) {
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player.remove(item, amount)
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fixture.add(item, amount)
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@@ -42,7 +42,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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private val craftables = FixtureInventory() // might be changed to something else
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private val ingredients = FixtureInventory() // this one is definitely not to be changed
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private val negotiator = object : InventoryNegotiator() {
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private val negotiator = object : InventoryTransactionNegotiator() {
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override fun accept(player: FixtureInventory, fixture: FixtureInventory, item: GameItem, amount: Long) {
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// TODO()
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}
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@@ -81,6 +81,9 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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private val oldSelectedItems = ArrayList<ItemID>()
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private val craftMult
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get() = spinnerCraftCount.value.toLong()
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init {
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val craftButtonsY = thisOffsetY + 23 + (UIItemInventoryElemWide.height + listGap) * (UIInventoryFull.CELLS_VRT - 1)
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val buttonWidth = (UIItemInventoryElemWide.height + listGap) * 3 - listGap - 2
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@@ -96,6 +99,9 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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drawScrollOnRightside = false,
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drawWallet = false,
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hideSidebar = true,
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colourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme.copy(
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cellHighlightSubCol = Toolkit.Theme.COL_INACTIVE
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),
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keyDownFun = { _, _, _, _, _ -> },
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touchDownFun = { _, _, _, _, _ -> }
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)
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@@ -104,6 +110,14 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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itemListIngredients.gridModeButtons[0].touchDownListener = { _,_,_,_ -> }
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itemListIngredients.gridModeButtons[1].touchDownListener = { _,_,_,_ -> }
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itemListIngredients.isCompactMode = true
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itemListIngredients.setCustomHighlightRuleSub {
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it.item?.let { ingredient ->
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return@setCustomHighlightRuleSub getPlayerInventory().searchByID(ingredient.dynamicID)?.let { itemOnPlayer ->
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itemOnPlayer.qty * craftMult >= it.amount * craftMult
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} == true
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}
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false
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}
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// player inventory to the right
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@@ -137,6 +151,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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(it.keyMode == CraftingCodex.CraftingItemKeyMode.TAG && ItemCodex[itemPair.itm]!!.tags.contains(it.key))
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}
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changeIngredient(oldItem, itemID)
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refreshCraftButtonStatus()
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}
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} } }
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)
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@@ -195,6 +210,8 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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oldSelectedItems.clear()
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oldSelectedItems.addAll(selectedItems)
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refreshCraftButtonStatus()
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}
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}
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)
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@@ -205,25 +222,31 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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itemListIngredients.rebuild(catAll)
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itemListCraftable.numberMultiplier = it.toLong()
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itemListCraftable.rebuild(catAll)
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refreshCraftButtonStatus()
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}
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buttonCraft.touchDownListener = { _,_,_,_ ->
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getPlayerInventory().let { player -> recipeClicked?.let { recipe ->
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val mult = spinnerCraftCount.value.toLong()
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// TODO check if player has enough amount of ingredients
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itemListIngredients.getInventory().itemList.forEach { (itm, qty) ->
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player.remove(itm, qty * mult)
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// check if player has enough amount of ingredients
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val itemCraftable = itemListIngredients.getInventory().itemList.all { (itm, qty) ->
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(player.searchByID(itm)?.qty ?: -1) >= qty * craftMult
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}
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player.add(recipe.product, recipe.moq * mult)
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// reset selection status after a crafting to hide the possible artefact where no-longer-craftable items are still displayed due to ingredient depletion
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resetUI() // also clears forcehighlightlist
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itemListPlayer.rebuild(catAll)
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itemListCraftable.rebuild(catAll)
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if (itemCraftable) {
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itemListIngredients.getInventory().itemList.forEach { (itm, qty) ->
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player.remove(itm, qty * craftMult)
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}
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player.add(recipe.product, recipe.moq * craftMult)
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// reset selection status after a crafting to hide the possible artefact where no-longer-craftable items are still displayed due to ingredient depletion
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resetUI() // also clears forcehighlightlist
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itemListPlayer.rebuild(catAll)
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itemListCraftable.rebuild(catAll)
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}
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} }
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refreshCraftButtonStatus()
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}
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// make grid mode buttons work together
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// itemListCraftable.gridModeButtons[0].touchDownListener = { _,_,_,_ -> setCompact(false) }
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@@ -260,7 +283,22 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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itemListCraftable.highlightButton(button)
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itemListCraftable.rebuild(catAll)
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}
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/**
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* Updates Craft! button so that the button is correctly highlighted
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*/
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fun refreshCraftButtonStatus() {
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val itemCraftable = if (itemListIngredients.getInventory().itemList.size < 1) false
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else getPlayerInventory().let { player ->
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// check if player has enough amount of ingredients
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itemListIngredients.getInventory().itemList.all { (itm, qty) ->
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(player.searchByID(itm)?.qty ?: -1) >= qty * craftMult
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}
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}
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buttonCraft.isActive = itemCraftable
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}
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// reset whatever player has selected to null and bring UI to its initial state
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fun resetUI() {
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// reset spinner
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@@ -274,6 +312,8 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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ingredients.clear()
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itemListPlayer.removeFromForceHighlightList(oldSelectedItems)
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itemListIngredients.rebuild(catAll)
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refreshCraftButtonStatus()
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}
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private var openingClickLatched = false
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@@ -4,7 +4,7 @@ import net.torvald.terrarum.modulebasegame.gameactors.FixtureInventory
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interface HasInventory {
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fun getNegotiator(): InventoryNegotiator
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fun getNegotiator(): InventoryTransactionNegotiator
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fun getFixtureInventory(): FixtureInventory
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fun getPlayerInventory(): FixtureInventory
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@@ -7,7 +7,7 @@ import net.torvald.terrarum.modulebasegame.gameactors.FixtureInventory
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/**
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* Created by minjaesong on 2021-03-12.
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*/
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abstract class InventoryNegotiator {
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abstract class InventoryTransactionNegotiator {
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/** Retrieve item filter to be used to show only the acceptable items when player's own inventory is being displayed */
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open fun getItemFilter(): List<String> = listOf(CAT_ALL) // GameItem.Category
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/** Accepts item from the player and pass it to right inventory (object), slot (UI), etc... */
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@@ -7,6 +7,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.GdxColorMap
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIItem
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import kotlin.math.absoluteValue
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@@ -34,6 +35,14 @@ abstract class UIItemInventoryCellBase(
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abstract override fun update(delta: Float)
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abstract override fun render(batch: SpriteBatch, camera: Camera)
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/** Custom highlight rule to highlight tihs button to primary accent colour (blue by default).
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* Set to `null` to use default rule:
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*
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* "`equippedSlot` defined and set to `highlightEquippedItem`" or "`forceHighlighted`" */
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var customHighlightRuleMain: ((UIItemInventoryCellBase) -> Boolean)? = null
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/** Custom highlight rule to highlight this button to secondary accent colour (yellow by default). Set to `null` to use default rule (which does nothing). */
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var customHighlightRule2: ((UIItemInventoryCellBase) -> Boolean)? = null
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var forceHighlighted = false
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/*set(value) {
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if (field != value) {
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@@ -85,4 +94,26 @@ object UIItemInventoryCellCommonRes {
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// -2.14B
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}
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}
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val defaultInventoryCellTheme = InventoryCellColourTheme(
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Toolkit.Theme.COL_HIGHLIGHT,
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Toolkit.Theme.COL_LIST_DEFAULT,
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Toolkit.Theme.COL_ACTIVE,
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Toolkit.Theme.COL_INVENTORY_CELL_BORDER,
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Toolkit.Theme.COL_HIGHLIGHT,
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Color.WHITE,
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Toolkit.Theme.COL_ACTIVE,
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Color.WHITE,
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)
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}
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data class InventoryCellColourTheme(
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val cellHighlightMainCol: Color,
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val cellHighlightSubCol: Color,
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val cellHighlightMouseUpCol: Color,
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val cellHighlightNormalCol: Color,
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val textHighlightMainCol: Color,
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val textHighlightSubCol: Color,
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||||
val textHighlightMouseUpCol: Color,
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val textHighlightNormalCol: Color,
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)
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@@ -14,6 +14,7 @@ import net.torvald.terrarum.modulebasegame.TerrarumIngame
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||||
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.FixtureInventory
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.InventoryPair
|
||||
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.defaultInventoryCellTheme
|
||||
import net.torvald.terrarum.ui.Toolkit
|
||||
import net.torvald.terrarum.ui.UICanvas
|
||||
import net.torvald.terrarum.ui.UIItem
|
||||
@@ -46,7 +47,8 @@ open class UIItemInventoryItemGrid(
|
||||
keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self
|
||||
touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self
|
||||
protected val useHighlightingManager: Boolean = true, // only used by UIItemCraftingCandidateGrid which addresses buttons directly to set highlighting
|
||||
open protected val highlightEquippedItem: Boolean = true // for some UIs that only cares about getting equipped slot number but not highlighting
|
||||
open protected val highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
|
||||
colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
|
||||
) : UIItem(parentUI, initialX, initialY) {
|
||||
|
||||
// deal with the moving position
|
||||
@@ -186,7 +188,8 @@ open class UIItemInventoryItemGrid(
|
||||
drawBackOnNull = true,
|
||||
keyDownFun = keyDownFun,
|
||||
touchDownFun = touchDownFun,
|
||||
highlightEquippedItem = highlightEquippedItem
|
||||
highlightEquippedItem = highlightEquippedItem,
|
||||
colourTheme = colourTheme
|
||||
)
|
||||
}
|
||||
// automatically determine how much columns are needed. Minimum Width = 5 grids
|
||||
@@ -205,7 +208,8 @@ open class UIItemInventoryItemGrid(
|
||||
drawBackOnNull = true,
|
||||
keyDownFun = keyDownFun,
|
||||
touchDownFun = touchDownFun,
|
||||
highlightEquippedItem = highlightEquippedItem
|
||||
highlightEquippedItem = highlightEquippedItem,
|
||||
colourTheme = colourTheme
|
||||
)
|
||||
}
|
||||
|
||||
@@ -266,6 +270,16 @@ open class UIItemInventoryItemGrid(
|
||||
highlightable = false
|
||||
)
|
||||
|
||||
fun setCustomHighlightRuleMain(predicate: ((UIItemInventoryCellBase) -> Boolean)?) {
|
||||
itemGrid.forEach { it.customHighlightRuleMain = predicate }
|
||||
itemList.forEach { it.customHighlightRuleMain = predicate }
|
||||
}
|
||||
|
||||
fun setCustomHighlightRuleSub(predicate: ((UIItemInventoryCellBase) -> Boolean)?) {
|
||||
itemGrid.forEach { it.customHighlightRule2 = predicate }
|
||||
itemList.forEach { it.customHighlightRule2 = predicate }
|
||||
}
|
||||
|
||||
fun scrollItemPage(relativeAmount: Int) {
|
||||
itemPage = if (itemPageCount == 0) 0 else (itemPage + relativeAmount).fmod(itemPageCount)
|
||||
}
|
||||
|
||||
@@ -125,6 +125,11 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
* gamepad button events for one or more UIItems in one or more UICanvases. */
|
||||
open var controllerInFocus = false
|
||||
|
||||
/**
|
||||
* Whether the button is "available" or not to the player
|
||||
*/
|
||||
open var isActive = true
|
||||
|
||||
|
||||
open fun show() {}
|
||||
open fun hide() {}
|
||||
@@ -136,23 +141,24 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
updateListener!!.invoke(delta)
|
||||
}
|
||||
|
||||
if (isActive) {
|
||||
mouseOverCall?.update(delta)
|
||||
|
||||
mouseOverCall?.update(delta)
|
||||
if (mouseUp) {
|
||||
if (mouseOverCall?.isVisible ?: false) {
|
||||
mouseOverCall?.setAsOpen()
|
||||
}
|
||||
|
||||
if (mouseUp) {
|
||||
if (mouseOverCall?.isVisible ?: false) {
|
||||
mouseOverCall?.setAsOpen()
|
||||
mouseOverCall?.updateUI(delta)
|
||||
}
|
||||
|
||||
mouseOverCall?.updateUI(delta)
|
||||
}
|
||||
else {
|
||||
if (mouseOverCall?.isVisible ?: false) {
|
||||
mouseOverCall?.setAsClose()
|
||||
else {
|
||||
if (mouseOverCall?.isVisible ?: false) {
|
||||
mouseOverCall?.setAsClose()
|
||||
}
|
||||
}
|
||||
|
||||
mouseLatched = false
|
||||
}
|
||||
|
||||
if (!mouseUp) mouseLatched = false
|
||||
}
|
||||
}
|
||||
|
||||
@@ -161,17 +167,19 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
*/
|
||||
open fun render(batch: SpriteBatch, camera: Camera) {
|
||||
if (parentUI.isVisible) {
|
||||
mouseOverCall?.render(batch, camera)
|
||||
if (isActive) {
|
||||
mouseOverCall?.render(batch, camera)
|
||||
|
||||
if (mouseUp) {
|
||||
mouseOverCall?.renderUI(batch, camera)
|
||||
if (mouseUp) {
|
||||
mouseOverCall?.renderUI(batch, camera)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// keyboard controlled
|
||||
open fun keyDown(keycode: Int): Boolean {
|
||||
if (parentUI.isVisible && keyDownListener != null) {
|
||||
if (parentUI.isVisible && keyDownListener != null && isActive) {
|
||||
keyDownListener!!.invoke(keycode)
|
||||
return true
|
||||
}
|
||||
@@ -179,7 +187,7 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
return false
|
||||
}
|
||||
open fun keyUp(keycode: Int): Boolean {
|
||||
if (parentUI.isVisible && keyUpListener != null) {
|
||||
if (parentUI.isVisible && keyUpListener != null && isActive) {
|
||||
keyUpListener!!.invoke(keycode)
|
||||
return true
|
||||
}
|
||||
@@ -187,7 +195,7 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
return false
|
||||
}
|
||||
open fun keyTyped(character: Char): Boolean {
|
||||
if (parentUI.isVisible && keyTypedListener != null) {
|
||||
if (parentUI.isVisible && keyTypedListener != null && isActive) {
|
||||
keyTypedListener!!.invoke(character)
|
||||
return true
|
||||
}
|
||||
@@ -197,7 +205,7 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
|
||||
// mouse controlled
|
||||
open fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
|
||||
if (parentUI.isVisible && touchDraggedListener != null) {
|
||||
if (parentUI.isVisible && touchDraggedListener != null && isActive) {
|
||||
touchDraggedListener!!.invoke(itemRelativeMouseX, itemRelativeMouseY, pointer)
|
||||
return true
|
||||
}
|
||||
@@ -207,7 +215,7 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
open fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
|
||||
var actionDone = false
|
||||
|
||||
if (parentUI.isVisible) {
|
||||
if (parentUI.isVisible && isActive) {
|
||||
if (touchDownListener != null && mouseUp) {
|
||||
touchDownListener!!.invoke(itemRelativeMouseX, itemRelativeMouseY, pointer, button)
|
||||
actionDone = true
|
||||
@@ -232,7 +240,7 @@ abstract class UIItem(var parentUI: UICanvas, val initialX: Int, val initialY: I
|
||||
return false
|
||||
}
|
||||
open fun scrolled(amountX: Float, amountY: Float): Boolean {
|
||||
if (parentUI.isVisible && scrolledListener != null && mouseUp) {
|
||||
if (parentUI.isVisible && scrolledListener != null && mouseUp && isActive) {
|
||||
scrolledListener!!.invoke(amountX, amountY)
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -37,6 +37,8 @@ open class UIItemTextButton(
|
||||
/** Colour on normal status */
|
||||
val inactiveCol: Color = Toolkit.Theme.COL_LIST_DEFAULT,
|
||||
|
||||
val disabledCol: Color = Toolkit.Theme.COL_INVENTORY_CELL_BORDER,
|
||||
|
||||
val hasBorder: Boolean = false,
|
||||
|
||||
val paddingLeft: Int = 0,
|
||||
@@ -108,7 +110,8 @@ open class UIItemTextButton(
|
||||
}
|
||||
|
||||
|
||||
batch.color = if (highlighted) highlightCol
|
||||
batch.color = if (!isActive) disabledCol
|
||||
else if (highlighted) highlightCol
|
||||
else if (mouseUp) activeCol
|
||||
else inactiveCol
|
||||
|
||||
|
||||
@@ -99,7 +99,7 @@ class UIItemTextLineInput(
|
||||
false
|
||||
)
|
||||
|
||||
var isActive: Boolean = false // keep it false by default!
|
||||
override var isActive: Boolean = false // keep it false by default!
|
||||
set(value) {
|
||||
if (field && !value) endComposing(true)
|
||||
field = value
|
||||
|
||||
Reference in New Issue
Block a user