mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-13 12:04:06 +09:00
at least some of the new UIs are working
This commit is contained in:
184
src/net/torvald/terrarum/UIItemInventoryElemSimple.kt
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184
src/net/torvald/terrarum/UIItemInventoryElemSimple.kt
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package net.torvald.terrarum
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Camera
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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.itemproperties.GameItem
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import net.torvald.terrarum.ui.*
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/**
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* Created by minjaesong on 2017-10-20.
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*/
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class UIItemInventoryElemSimple(
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parentUI: UIInventoryFull,
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override var posX: Int,
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override var posY: Int,
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override var item: GameItem?,
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override var amount: Int,
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override var itemImage: TextureRegion?,
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val mouseOverTextCol: Color = Color(0xfff066_ff.toInt()),
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val mouseoverBackCol: Color = Color(0),
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val mouseoverBackBlendMode: String = BlendMode.NORMAL,
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val inactiveTextCol: Color = UIItemTextButton.defaultInactiveCol,
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val backCol: Color = Color(0),
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val backBlendMode: String = BlendMode.NORMAL,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null,
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val drawBackOnNull: Boolean = true
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) : UIItemInventoryCellBase(parentUI, posX, posY, item, amount, itemImage, quickslot, equippedSlot) {
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companion object {
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val height = UIItemInventoryElem.height
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}
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private val inventoryUI = parentUI
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override val width = UIItemInventoryElemSimple.height
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override val height = UIItemInventoryElemSimple.height
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private val imgOffset: Float
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get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
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override fun update(delta: Float) {
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if (item != null) {
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}
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}
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override fun render(batch: SpriteBatch, camera: Camera) {
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// mouseover background
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if (item != null || drawBackOnNull) {
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// do not highlight even if drawBackOnNull is true
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if (mouseUp && item != null) {
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BlendMode.resolve(mouseoverBackBlendMode)
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batch.color = mouseoverBackCol
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}
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// if drawBackOnNull, just draw background
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else {
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BlendMode.resolve(backBlendMode)
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batch.color = backCol
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}
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batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
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}
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// quickslot and equipped slot indicator is not needed as it's intended for blocks and walls
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// and you can clearly see the quickslot UI anyway
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if (item != null && itemImage != null) {
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blendNormal()
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// item image
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batch.color = Color.WHITE
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batch.draw(itemImage, posX + imgOffset, posY + imgOffset)
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// if mouse is over, text lights up
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// this one-liner sets color
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batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol
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// if item has durability, draw that and don't draw count; durability and itemCount cannot coexist
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if (item!!.maxDurability > 0.0) {
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// draw durability metre
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val barFullLen = width
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val barOffset = posX.toFloat()
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val thickness = UIItemInventoryElem.durabilityBarThickness
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if (item!!.maxDurability > 0.0) {
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batch.color = UIItemInventoryElem.durabilityBack
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batch.drawStraightLine(barOffset, posY + height - thickness, barOffset + barFullLen, thickness, false)
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batch.color = UIItemInventoryElem.durabilityCol
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batch.drawStraightLine(barOffset, posY + height - thickness, barOffset + barFullLen * (item!!.durability / item!!.maxDurability), thickness, false)
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}
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}
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else {
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// draw item count
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val amountString = amount.toString()
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Terrarum.fontSmallNumbers.draw(batch,
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amountString,
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posX + (width - Terrarum.fontSmallNumbers.getWidth(amountString)).toFloat(),
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posY + (height - Terrarum.fontSmallNumbers.H).toFloat()
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)
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}
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}
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// see IFs above?
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batch.color = Color.WHITE
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}
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override fun keyDown(keycode: Int): Boolean {
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if (item != null && Terrarum.ingame != null && keycode in Input.Keys.NUM_1..Input.Keys.NUM_0) {
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val inventory = Terrarum.ingame!!.player.inventory
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val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1
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val currentSlotItem = inventory?.getQuickBar(slot)
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inventory.setQuickBar(
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slot,
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if (currentSlotItem?.item != item)
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item?.dynamicID // register
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else
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null // drop registration
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)
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// search for duplicates in the quickbar, except mine
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// if there is, unregister the other
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(0..9).minus(slot).forEach {
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if (inventory.getQuickBar(it)?.item == item) {
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inventory.setQuickBar(it, null)
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}
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}
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}
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return true
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}
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override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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if (item != null && Terrarum.ingame != null) {
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// equip da shit
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val itemEquipSlot = item!!.equipPosition
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val player = Terrarum.ingame!!.player
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if (item != player.inventory.itemEquipped.get(itemEquipSlot)) { // if this item is unequipped, equip it
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player.equipItem(item!!)
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}
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else { // if not, unequip it
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player.unequipItem(item!!)
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}
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}
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inventoryUI.rebuildList()
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return true
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}
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override fun dispose() {
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itemImage?.texture?.dispose()
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}
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override fun keyUp(keycode: Int): Boolean {
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return super.keyUp(keycode)
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}
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override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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return super.mouseMoved(screenX, screenY)
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}
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override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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return super.touchDragged(screenX, screenY, pointer)
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}
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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return super.touchUp(screenX, screenY, pointer, button)
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}
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override fun scrolled(amount: Int): Boolean {
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return super.scrolled(amount)
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}
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}
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