mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
inventory ui transition wip
This commit is contained in:
145
src/net/torvald/terrarum/modulebasegame/ui/UIInventoryCells.kt
Normal file
145
src/net/torvald/terrarum/modulebasegame/ui/UIInventoryCells.kt
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@@ -0,0 +1,145 @@
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package net.torvald.terrarum.modulebasegame.ui
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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 net.torvald.terrarum.*
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
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import net.torvald.terrarum.ui.UICanvas
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import kotlin.math.roundToInt
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internal class UIInventoryCells(
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val full: UIInventoryFull
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) : UICanvas() {
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override var width: Int = AppLoader.screenW
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override var height: Int = AppLoader.screenH
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override var openCloseTime: Second = 0.0f
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private val weightBarWidth = UIItemInventoryElemSimple.height * 2f + UIItemInventoryDynamicList.listGap
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internal var encumbrancePerc = 0f
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private set
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internal var isEncumbered = false
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private set
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internal val itemList: UIItemInventoryDynamicList =
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UIItemInventoryDynamicList(
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full,
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full.actor.inventory,
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0 + (AppLoader.screenW - full.internalWidth) / 2,
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107 + (AppLoader.screenH - full.internalHeight) / 2,
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full.CELLS_HOR, full.CELLS_VRT
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)
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private val equipped: UIItemInventoryEquippedView =
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UIItemInventoryEquippedView(
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full,
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full.actor.inventory,
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full.actor as ActorWithBody,
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full.internalWidth - UIItemInventoryEquippedView.WIDTH + (AppLoader.screenW - full.internalWidth) / 2,
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107 + (AppLoader.screenH - full.internalHeight) / 2
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)
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fun rebuildList() {
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AppLoader.printdbg(this, "rebuilding list")
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itemList.rebuild(full.catIconsMeaning[full.categoryBar.selectedIcon])
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equipped.rebuild()
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encumbrancePerc = full.actor.inventory.capacity.toFloat() / full.actor.inventory.maxCapacity
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isEncumbered = full.actor.inventory.isEncumbered
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}
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fun resetStatusAsCatChanges(oldcat: Int?, newcat: Int) {
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itemList.itemPage = 0 // set scroll to zero
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itemList.rebuild(full.catIconsMeaning[full.catArrangement[newcat]]) // have to manually rebuild, too!
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}
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override fun updateUI(delta: Float) {
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itemList.update(delta)
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equipped.update(delta)
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}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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//itemList.posX = itemList.initialX + inventoryScrOffX.roundToInt()
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itemList.render(batch, camera)
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//equipped.posX = equipped.initialX + inventoryScrOffX.roundToInt()
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equipped.render(batch, camera)
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// control hints
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val controlHintXPos = full.offsetX
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blendNormal(batch)
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batch.color = Color.WHITE
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AppLoader.fontGame.draw(batch, full.listControlHelp, controlHintXPos, full.yEnd - 20)
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// encumbrance meter
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val encumbranceText = Lang["GAME_INVENTORY_ENCUMBRANCE"]
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// encumbrance bar will go one row down if control help message is too long
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val encumbBarXPos = full.xEnd - weightBarWidth
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val encumbBarTextXPos = encumbBarXPos - 6 - AppLoader.fontGame.getWidth(encumbranceText)
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val encumbBarYPos = full.yEnd-20 + 3f +
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if (AppLoader.fontGame.getWidth(full.listControlHelp) + 2 + controlHintXPos >= encumbBarTextXPos)
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AppLoader.fontGame.lineHeight
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else 0f
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AppLoader.fontGame.draw(batch,
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encumbranceText,
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encumbBarTextXPos,
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encumbBarYPos - 3f
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)
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// encumbrance bar background
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blendNormal(batch)
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val encumbCol = UIItemInventoryCellCommonRes.getHealthMeterColour(1f - encumbrancePerc, 0f, 1f)
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val encumbBack = encumbCol mul UIItemInventoryCellCommonRes.meterBackDarkening
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batch.color = encumbBack
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batch.fillRect(
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encumbBarXPos, encumbBarYPos,
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weightBarWidth, full.controlHelpHeight - 6f
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)
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// encumbrance bar
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batch.color = encumbCol
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batch.fillRect(
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encumbBarXPos, encumbBarYPos,
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if (full.actor.inventory.capacityMode == ActorInventory.CAPACITY_MODE_NO_ENCUMBER)
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1f
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else // make sure 1px is always be seen
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minOf(weightBarWidth, maxOf(1f, weightBarWidth * encumbrancePerc)),
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full.controlHelpHeight - 6f
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)
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// debug text
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batch.color = Color.LIGHT_GRAY
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if (AppLoader.IS_DEVELOPMENT_BUILD) {
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AppLoader.fontSmallNumbers.draw(batch,
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"${full.actor.inventory.capacity}/${full.actor.inventory.maxCapacity}",
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encumbBarTextXPos,
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encumbBarYPos + full.controlHelpHeight - 4f
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)
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}
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}
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override fun doOpening(delta: Float) {
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}
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override fun doClosing(delta: Float) {
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}
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override fun endOpening(delta: Float) {
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}
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override fun endClosing(delta: Float) {
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}
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override fun dispose() {
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itemList.dispose()
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equipped.dispose()
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}
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}
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@@ -1,29 +1,21 @@
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package net.torvald.terrarum.modulebasegame.ui
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer
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import net.torvald.ENDASH
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import net.torvald.terrarum.*
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import net.torvald.terrarum.AppLoader.*
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import net.torvald.terrarum.blockstats.MinimapComposer
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory.Companion.CAPACITY_MODE_NO_ENCUMBER
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import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryDynamicList.Companion.CAT_ALL
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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 net.torvald.terrarum.ui.UIItemTextButtonList
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import net.torvald.terrarum.ui.*
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import net.torvald.terrarum.ui.UIItemTextButtonList.Companion.DEFAULT_LINE_HEIGHT
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import net.torvald.terrarum.ui.UIUtils
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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import kotlin.math.roundToInt
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/**
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* Created by minjaesong on 2017-10-21.
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@@ -41,11 +33,12 @@ class UIInventoryFull(
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override var width: Int = AppLoader.screenW
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override var height: Int = AppLoader.screenH
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override var openCloseTime: Second = 0.0f
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private val REQUIRED_MARGIN = 166 // hard-coded value. Don't know the details
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val REQUIRED_MARGIN = 166 // hard-coded value. Don't know the details
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private val CELLS_HOR = 10
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private val CELLS_VRT = (AppLoader.screenH - REQUIRED_MARGIN - 134 + UIItemInventoryDynamicList.listGap) / // 134 is another magic number
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val CELLS_HOR = 10
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val CELLS_VRT = (AppLoader.screenH - REQUIRED_MARGIN - 134 + UIItemInventoryDynamicList.listGap) / // 134 is another magic number
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(UIItemInventoryElemSimple.height + UIItemInventoryDynamicList.listGap)
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private val itemListToEquipViewGap = UIItemInventoryDynamicList.listGap // used to be 24; figured out that the extra gap does nothig
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@@ -53,6 +46,8 @@ class UIInventoryFull(
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val internalWidth: Int = UIItemInventoryDynamicList.getEstimatedW(CELLS_HOR) + UIItemInventoryEquippedView.WIDTH + itemListToEquipViewGap
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val internalHeight: Int = REQUIRED_MARGIN + UIItemInventoryDynamicList.getEstimatedH(CELLS_VRT) // grad_begin..grad_end..contents..grad_begin..grad_end
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val itemListHeight: Int = CELLS_VRT * UIItemInventoryElemSimple.height + (CELLS_VRT - 1) * net.torvald.terrarum.modulebasegame.ui.UIItemInventoryDynamicList.Companion.listGap
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init {
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handler.allowESCtoClose = true
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CommonResourcePool.addToLoadingList("inventory_caticons") {
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@@ -107,10 +102,6 @@ class UIInventoryFull(
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"$gamepadLabelLT ${Lang["GAME_INVENTORY"]}"
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val controlHelpHeight = AppLoader.fontGame.lineHeight
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private var encumbrancePerc = 0f
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private var isEncumbered = false
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val catBarWidth = 330
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val categoryBar = UIItemInventoryCatBar(
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this,
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@@ -120,34 +111,27 @@ class UIInventoryFull(
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)
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override var openCloseTime: Second = 0.0f
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private val transitionalMinimap = UIInventoryCells(this) // PLACEHOLDER
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private val transitionalItemCells = UIInventoryCells(this)
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private val transitionalEscMenu = UIInventoryCells(this) // PLACEHOLDER
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private val transitionPanel = UIItemHorizontalFadeSlide(
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this,
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(AppLoader.screenW - internalWidth) / 2,
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107 + (AppLoader.screenH - internalHeight) / 2,
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AppLoader.screenW,
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AppLoader.screenH,
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1f,
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transitionalMinimap, transitionalItemCells, transitionalEscMenu
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)
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internal val itemList: UIItemInventoryDynamicList =
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UIItemInventoryDynamicList(
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this,
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actor.inventory,
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0 + (AppLoader.screenW - internalWidth) / 2,
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107 + (AppLoader.screenH - internalHeight) / 2,
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CELLS_HOR, CELLS_VRT
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)
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private val equipped: UIItemInventoryEquippedView =
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UIItemInventoryEquippedView(
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this,
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actor.inventory,
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actor as ActorWithBody,
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internalWidth - UIItemInventoryEquippedView.WIDTH + (AppLoader.screenW - internalWidth) / 2,
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107 + (AppLoader.screenH - internalHeight) / 2
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)
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private val gameMenu = arrayOf("MENU_LABEL_MAINMENU", "MENU_LABEL_DESKTOP", "MENU_OPTIONS_CONTROLS", "MENU_OPTIONS_SOUND", "MENU_LABEL_GRAPHICS")
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private val gameMenuListHeight = DEFAULT_LINE_HEIGHT * gameMenu.size
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private val gameMenuListWidth = 400
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private val gameMenuButtons = UIItemTextButtonList(
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this, gameMenu,
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(AppLoader.screenW - gameMenuListWidth) / 2,
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(itemList.height - gameMenuListHeight) / 2 + itemList.posY,
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(transitionalItemCells.itemList.height - gameMenuListHeight) / 2 + transitionalItemCells.itemList.posY,
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gameMenuListWidth, gameMenuListHeight,
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readFromLang = true,
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textAreaWidth = gameMenuListWidth,
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@@ -162,31 +146,19 @@ class UIInventoryFull(
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private val SCREEN_INVENTORY = 1f
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private val SCREEN_MENU = 2f
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/** 0..2 where 0 is minimap, 1 is inventory, 2 is menu. Non-integer value means transition is on-going */
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private var currentScreenTransition = SCREEN_INVENTORY
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private var transitionRequested = false
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private var transitionOngoing = false
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private var transitionReqSource = SCREEN_INVENTORY
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private var transitionReqTarget = SCREEN_INVENTORY
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private var transitionTimer = 0f
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private val transitionLength = 0.212f
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private val transitionalUpdateUIs = ArrayList<UIItem>()
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private val transitionalUpdateUIoriginalPosX = ArrayList<Int>()
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init {
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addItem(categoryBar)
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itemList.let { addItem(it) }
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equipped.let { addItem(it) }
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addUIitem(categoryBar)
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addUIitem(transitionPanel)
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//itemList.let { addUIitem(it) }
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//equipped.let { addUIitem(it) }
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categoryBar.selectionChangeListener = { old, new ->
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rebuildList()
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itemList.itemPage = 0 // set scroll to zero
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itemList.rebuild(catIconsMeaning[catArrangement[new]]) // have to manually rebuild, too!
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transitionalItemCells.resetStatusAsCatChanges(old, new)
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}
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@@ -204,10 +176,12 @@ class UIInventoryFull(
|
||||
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}
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private var offsetX = ((AppLoader.screenW - internalWidth) / 2).toFloat()
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private var offsetY = ((AppLoader.screenH - internalHeight) / 2).toFloat()
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internal var offsetX = ((AppLoader.screenW - internalWidth) / 2).toFloat()
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private set
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internal var offsetY = ((AppLoader.screenH - internalHeight) / 2).toFloat()
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private set
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fun requestTransition(target: Int) = transitionPanel.requestTransition(target)
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override fun updateUI(delta: Float) {
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if (handler.openFired) {
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@@ -216,25 +190,25 @@ class UIInventoryFull(
|
||||
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categoryBar.update(delta)
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transitionPanel.update(delta)
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transitionalUpdateUIs.forEach { it.update(delta) }
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// update map while visible
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if (currentScreenTransition > 1f + epsilon) {
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/*if (currentScreenTransition > 1f + epsilon) {
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MinimapComposer.setWorld(Terrarum.ingame!!.world)
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MinimapComposer.update()
|
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}
|
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}*/
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// update inventory while visible
|
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if (currentScreenTransition in epsilon..2f - epsilon) {
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/*if (currentScreenTransition in epsilon..2f - epsilon) {
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itemList.update(delta)
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equipped.update(delta)
|
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}
|
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}*/
|
||||
|
||||
// update menu while visible
|
||||
if (currentScreenTransition < 1f - epsilon) {
|
||||
/*if (currentScreenTransition < 1f - epsilon) {
|
||||
gameMenuButtons.update(delta)
|
||||
}
|
||||
}*/
|
||||
|
||||
minimapRerenderTimer += Gdx.graphics.rawDeltaTime
|
||||
}
|
||||
@@ -244,50 +218,25 @@ class UIInventoryFull(
|
||||
private val shapeRenderer = ShapeRenderer()
|
||||
private val gradHeight = 48f
|
||||
|
||||
private val weightBarWidth = UIItemInventoryElemSimple.height * 2f + UIItemInventoryDynamicList.listGap
|
||||
|
||||
private var xEnd = (AppLoader.screenW + internalWidth).div(2).toFloat()
|
||||
private var yEnd = (AppLoader.screenH + internalHeight).div(2).toFloat()
|
||||
internal var xEnd = (AppLoader.screenW + internalWidth).div(2).toFloat()
|
||||
private set
|
||||
internal var yEnd = (AppLoader.screenH + internalHeight).div(2).toFloat()
|
||||
private set
|
||||
|
||||
private var minimapRerenderTimer = 0f
|
||||
private val minimapRerenderInterval = .5f
|
||||
|
||||
fun requestTransition(target: Int) {
|
||||
// TODO implemented on UIItemTransitionContainer
|
||||
/*fun requestTransition(target: Int) {
|
||||
if (!transitionOngoing) {
|
||||
transitionRequested = true
|
||||
transitionReqSource = currentScreenTransition.round()
|
||||
transitionReqTarget = target.toFloat()
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
override fun renderUI(batch: SpriteBatch, camera: Camera) {
|
||||
|
||||
if (transitionRequested && !transitionOngoing) {
|
||||
transitionRequested = false
|
||||
transitionOngoing = true
|
||||
transitionTimer = 0f
|
||||
}
|
||||
|
||||
if (transitionOngoing) {
|
||||
transitionTimer += Gdx.graphics.rawDeltaTime
|
||||
|
||||
currentScreenTransition = UIUtils.moveLinear(transitionReqSource, transitionReqTarget, transitionTimer, transitionLength)
|
||||
|
||||
if (transitionTimer > transitionLength) {
|
||||
transitionOngoing = false
|
||||
currentScreenTransition = transitionReqTarget
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
// update at render time
|
||||
if (debugvals) {
|
||||
batch.color = Color.WHITE
|
||||
AppLoader.fontSmallNumbers.draw(batch, "screen:$currentScreenTransition", 500f, 30f)
|
||||
}
|
||||
|
||||
|
||||
|
||||
// background fill
|
||||
batch.end()
|
||||
@@ -314,41 +263,41 @@ class UIInventoryFull(
|
||||
categoryBar.render(batch, camera)
|
||||
|
||||
// render map while visible
|
||||
if (currentScreenTransition > 1f + epsilon) {
|
||||
/*if (currentScreenTransition > 1f + epsilon) {
|
||||
renderScreenMinimap(batch, camera)
|
||||
|
||||
if (debugvals) {
|
||||
batch.color = Color.CORAL
|
||||
AppLoader.fontSmallNumbers.draw(batch, "Map", 300f, 10f)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// render inventory while visible
|
||||
if (currentScreenTransition in epsilon..2f - epsilon) {
|
||||
/*if (currentScreenTransition in epsilon..2f - epsilon) {
|
||||
renderScreenInventory(batch, camera)
|
||||
|
||||
if (debugvals) {
|
||||
batch.color = Color.CHARTREUSE
|
||||
AppLoader.fontSmallNumbers.draw(batch, "Inv", 350f, 10f)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
// render menu while visible
|
||||
if (currentScreenTransition < 1f - epsilon) {
|
||||
/*if (currentScreenTransition < 1f - epsilon) {
|
||||
renderScreenGamemenu(batch, camera)
|
||||
|
||||
if (debugvals) {
|
||||
batch.color = Color.SKY
|
||||
AppLoader.fontSmallNumbers.draw(batch, "Men", 400f, 10f)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
if (debugvals) {
|
||||
/*if (debugvals) {
|
||||
batch.color = Color.WHITE
|
||||
AppLoader.fontSmallNumbers.draw(batch, "minimap:$minimapScrOffX", 500f, 0f)
|
||||
AppLoader.fontSmallNumbers.draw(batch, "inven:$inventoryScrOffX", 500f, 10f)
|
||||
AppLoader.fontSmallNumbers.draw(batch, "menu:$menuScrOffX", 500f, 20f)
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
}
|
||||
@@ -360,7 +309,7 @@ class UIInventoryFull(
|
||||
* - +WIDTH on minimap screen
|
||||
* - -WIDTH on gamemenu screen
|
||||
*/
|
||||
private val minimapScrOffX: Float
|
||||
/*private val minimapScrOffX: Float
|
||||
get() = (currentScreenTransition - 2f) * AppLoader.screenW / 2f
|
||||
private val inventoryScrOffX: Float
|
||||
get() = (currentScreenTransition - 1f) * AppLoader.screenW / 2f
|
||||
@@ -372,24 +321,24 @@ class UIInventoryFull(
|
||||
private val inventoryScrOpacity: Float
|
||||
get() = (currentScreenTransition - 1f).coerceIn(0f, 1f)
|
||||
private val menuScrOpacity: Float
|
||||
get() = (currentScreenTransition - 0f).coerceIn(0f, 1f)
|
||||
get() = (currentScreenTransition - 0f).coerceIn(0f, 1f)*/
|
||||
|
||||
private val MINIMAP_WIDTH = 800f
|
||||
private val MINIMAP_HEIGHT = itemList.height.toFloat()
|
||||
private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
|
||||
private var minimapZoom = 1f
|
||||
private var minimapPanX = -MinimapComposer.totalWidth / 2f
|
||||
private var minimapPanY = -MinimapComposer.totalHeight / 2f
|
||||
private val MINIMAP_ZOOM_MIN = 0.5f
|
||||
private val MINIMAP_ZOOM_MAX = 8f
|
||||
private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
|
||||
private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
|
||||
//private val MINIMAP_WIDTH = 800f
|
||||
//private val MINIMAP_HEIGHT = itemList.height.toFloat()
|
||||
//private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
|
||||
//private var minimapZoom = 1f
|
||||
//private var minimapPanX = -MinimapComposer.totalWidth / 2f
|
||||
//private var minimapPanY = -MinimapComposer.totalHeight / 2f
|
||||
//private val MINIMAP_ZOOM_MIN = 0.5f
|
||||
//private val MINIMAP_ZOOM_MAX = 8f
|
||||
//private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
|
||||
//private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
|
||||
|
||||
|
||||
// TODO put 3 bare sub-UIs into proper UIcanvas to handle the motherfucking opacity
|
||||
|
||||
|
||||
private fun renderScreenMinimap(batch: SpriteBatch, camera: Camera) {
|
||||
// TODO not yet refactored
|
||||
/*private fun renderScreenMinimap(batch: SpriteBatch, camera: Camera) {
|
||||
blendNormal(batch)
|
||||
|
||||
// update map panning
|
||||
@@ -482,9 +431,10 @@ class UIInventoryFull(
|
||||
|
||||
// the minimap
|
||||
batch.draw(minimapFBO.colorBufferTexture, minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, itemList.posY.toFloat())
|
||||
}
|
||||
}*/
|
||||
|
||||
private fun renderScreenGamemenu(batch: SpriteBatch, camera: Camera) {
|
||||
// TODO not yet refactored
|
||||
/*private fun renderScreenGamemenu(batch: SpriteBatch, camera: Camera) {
|
||||
// control hints
|
||||
blendNormal(batch)
|
||||
batch.color = Color.WHITE
|
||||
@@ -493,9 +443,10 @@ class UIInventoryFull(
|
||||
// text buttons
|
||||
gameMenuButtons.posX = gameMenuButtons.initialX + menuScrOffX.roundToInt()
|
||||
gameMenuButtons.render(batch, camera)
|
||||
}
|
||||
}*/
|
||||
|
||||
private fun renderScreenInventory(batch: SpriteBatch, camera: Camera) {
|
||||
// TODO refactoring wip
|
||||
/*private fun renderScreenInventory(batch: SpriteBatch, camera: Camera) {
|
||||
itemList.posX = itemList.initialX + inventoryScrOffX.roundToInt()
|
||||
itemList.render(batch, camera)
|
||||
equipped.posX = equipped.initialX + inventoryScrOffX.roundToInt()
|
||||
@@ -553,17 +504,11 @@ class UIInventoryFull(
|
||||
encumbBarYPos + controlHelpHeight - 4f
|
||||
)
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
fun rebuildList() {
|
||||
printdbg(this, "rebuilding list")
|
||||
|
||||
itemList.rebuild(catIconsMeaning[categoryBar.selectedIcon])
|
||||
equipped.rebuild()
|
||||
|
||||
encumbrancePerc = actor.inventory.capacity.toFloat() / actor.inventory.maxCapacity
|
||||
isEncumbered = actor.inventory.isEncumbered
|
||||
transitionalItemCells.rebuildList()
|
||||
}
|
||||
|
||||
private fun Int.fastLen(): Int {
|
||||
@@ -582,8 +527,8 @@ class UIInventoryFull(
|
||||
|
||||
override fun dispose() {
|
||||
categoryBar.dispose()
|
||||
itemList.dispose()
|
||||
equipped.dispose()
|
||||
transitionPanel.dispose()
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -40,8 +40,8 @@ class UIItemInventoryDynamicList(
|
||||
) : UIItem(parentUI, initialX, initialY) {
|
||||
|
||||
// deal with the moving position
|
||||
override var oldPosX = posX
|
||||
override var oldPosY = posY
|
||||
//override var oldPosX = posX
|
||||
//override var oldPosY = posY
|
||||
|
||||
override val width = horizontalCells * UIItemInventoryElemSimple.height + (horizontalCells - 1) * listGap
|
||||
override val height = verticalCells * UIItemInventoryElemSimple.height + (verticalCells - 1) * listGap
|
||||
|
||||
@@ -28,7 +28,7 @@ class UIItemInventoryEquippedView(
|
||||
|
||||
|
||||
override val width = WIDTH
|
||||
override val height = parentUI.itemList.height
|
||||
override val height = parentUI.itemListHeight
|
||||
|
||||
companion object {
|
||||
val WIDTH = 2 * UIItemInventoryElemSimple.height + UIItemInventoryDynamicList.listGap
|
||||
@@ -71,10 +71,6 @@ class UIItemInventoryEquippedView(
|
||||
itemGrid.forEach { it.update(delta) }
|
||||
}
|
||||
|
||||
// deal with the moving position
|
||||
override var oldPosX = posX
|
||||
override var oldPosY = posY
|
||||
|
||||
override fun render(batch: SpriteBatch, camera: Camera) {
|
||||
val posXDelta = posX - oldPosX
|
||||
itemGrid.forEach { it.posX += posXDelta }
|
||||
|
||||
@@ -25,10 +25,6 @@ class UIItemPlayerInfoCell(
|
||||
var ingamePlayer: IngamePlayer? = null
|
||||
) : UIItem(parent, initialX, initialY) {
|
||||
|
||||
// deal with the moving position
|
||||
override var oldPosX = posX
|
||||
override var oldPosY = posY
|
||||
|
||||
override val height = HEIGHT
|
||||
|
||||
companion object {
|
||||
|
||||
@@ -21,10 +21,6 @@ class UIItemSavegameInfoCell(
|
||||
initialY: Int
|
||||
) : UIItem(parent, initialX, initialY) {
|
||||
|
||||
// deal with the moving position
|
||||
override var oldPosX = posX
|
||||
override var oldPosY = posY
|
||||
|
||||
override val height: Int = AppLoader.fontGame.lineHeight.toInt() * 2
|
||||
|
||||
override fun render(batch: SpriteBatch, camera: Camera) {
|
||||
|
||||
Reference in New Issue
Block a user