mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-15 21:14:04 +09:00
crafting ui nearly complete
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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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