crafting ui nearly complete

This commit is contained in:
minjaesong
2022-07-02 23:28:33 +09:00
parent 4eb3ad07f3
commit 523dd458ce
12 changed files with 189 additions and 64 deletions

View File

@@ -5,8 +5,10 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.defaultInventoryCellTheme
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.ui.UICanvas
@@ -28,7 +30,8 @@ class UIItemInventoryElemSimple(
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
extraInfo: Any? = null,
highlightEquippedItem: Boolean = true // for some UIs that only cares about getting equipped slot number but not highlighting
highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
var colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) {
companion object {
@@ -47,18 +50,25 @@ class UIItemInventoryElemSimple(
}
private var highlightToMainCol = false
private var highlightToSubCol = false
override fun render(batch: SpriteBatch, camera: Camera) {
blendNormal(batch)
highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted
highlightToSubCol = customHighlightRule2?.invoke(this) ?: false
// cell background
if (item != null || drawBackOnNull) {
batch.color = Toolkit.Theme.COL_CELL_FILL
Toolkit.fillArea(batch, posX, posY, width, height)
}
// cell border
batch.color = if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
else Toolkit.Theme.COL_INVENTORY_CELL_BORDER
batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol
else if (highlightToSubCol) colourTheme.cellHighlightSubCol
else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol
else colourTheme.cellHighlightNormalCol
Toolkit.drawBoxBorder(batch, posX, posY, width, height)
@@ -96,10 +106,10 @@ class UIItemInventoryElemSimple(
// if mouse is over, text lights up
// highlight item count (blocks/walls) if the item is equipped
batch.color = item!!.nameColour mul (
if ((equippedSlot != null && highlightEquippedItem) || forceHighlighted) Toolkit.Theme.COL_HIGHLIGHT
else if (mouseUp && item != null) Toolkit.Theme.COL_ACTIVE
else Color.WHITE
)
if (highlightToMainCol) colourTheme.textHighlightMainCol
else if (highlightToSubCol) colourTheme.textHighlightSubCol
else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol
else colourTheme.textHighlightNormalCol)
App.fontSmallNumbers.draw(batch,
amountString,