mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
jukebox: ui item number fix, not accepting disc already there
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@@ -35,9 +35,6 @@ class Convolv(ir: File, val crossfeed: Float, gain: Float = 1f / 256f): Terrarum
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var processingSpeed = 1f; private set
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private val partSizes: IntArray
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private val partOffsets: IntArray
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init {
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if (!ir.exists()) {
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throw IllegalArgumentException("Impulse Response file '${ir.path}' does not exist.")
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@@ -72,20 +69,6 @@ class Convolv(ir: File, val crossfeed: Float, gain: Float = 1f / 256f): Terrarum
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convFFT = Array(2) {
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FFT.fft(conv[it])
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}
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// println("convFFT Length = ${convFFT[0].size}")
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// fill up part* dictionary
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// define "master" array
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var c = AUDIO_BUFFER_SIZE
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val master0 = arrayListOf(c)
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while (c < fftLen) {
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master0.add(c)
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c *= 2
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}
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partSizes = master0.toIntArray()
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partOffsets = master0.toIntArray().also { it[0] = 0 }
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}
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private val realtime = (BLOCKSIZE / TerrarumAudioMixerTrack.SAMPLING_RATEF * 1000000000L)
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@@ -70,8 +70,6 @@ class FixtureJukebox : Electric {
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}
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}
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private var waitAkku = 0f
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override val canBeDespawned: Boolean
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get() = discInventory.isEmpty()
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@@ -33,6 +33,7 @@ class UIJukeboxInventory(val parent: UIJukebox) : UICanvas() {
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UIItemInventoryElemWide(this,
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thisOffsetX, thisOffsetY + (UIItemInventoryElemSimple.height + UIItemInventoryItemGrid.listGap) * index,
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6 * UIItemInventoryElemSimple.height + 5 * UIItemInventoryItemGrid.listGap,
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showItemCount = false,
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keyDownFun = { _, _, _, _, _ -> Unit },
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touchDownFun = { _, _, _, _, _ -> Unit },
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)
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@@ -72,7 +73,8 @@ class UIJukeboxInventory(val parent: UIJukebox) : UICanvas() {
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private val playerInventoryUI = UITemplateHalfInventory(this, false).also {
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it.itemListTouchDownFun = { gameItem, _, _, _, _ ->
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if (operatedByTheInstaller && parent.discInventory.size < SLOT_SIZE && gameItem != null) {
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// accept disc but not duplicates
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if (operatedByTheInstaller && parent.discInventory.size < SLOT_SIZE && gameItem != null && !parent.discInventory.contains(gameItem.dynamicID)) {
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parent.discInventory.add(gameItem.dynamicID)
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playerInventory.remove(gameItem)
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@@ -20,20 +20,21 @@ import kotlin.math.roundToInt
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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: UICanvas,
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initialX: Int,
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initialY: Int,
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override var item: GameItem? = null,
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override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
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override var itemImage: TextureRegion? = null,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null, // remnants of wide cell displaying slot number and highlighting; in this style of cell this field only determines highlightedness at render
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val drawBackOnNull: Boolean = true,
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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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colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override var item: GameItem? = null,
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override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
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override var itemImage: TextureRegion? = null,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null, // remnants of wide cell displaying slot number and highlighting; in this style of cell this field only determines highlightedness at render
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val drawBackOnNull: Boolean = true,
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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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colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme,
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var showItemCount: Boolean = true,
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
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companion object {
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@@ -104,7 +105,7 @@ class UIItemInventoryElemSimple(
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Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + (barFullLen * percentage).roundToInt(), thickness, false)
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}
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// draw item count when applicable
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else if (item!!.stackable) {
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else if (item!!.stackable && showItemCount) {
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val amountString = amount.toItemCountText()
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// if mouse is over, text lights up
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@@ -22,21 +22,22 @@ import kotlin.math.roundToInt
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* Created by minjaesong on 2017-03-16.
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*/
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class UIItemInventoryElemWide(
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override val width: Int,
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override var item: GameItem? = null,
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override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
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override var itemImage: TextureRegion? = null,
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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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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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colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override val width: Int,
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override var item: GameItem? = null,
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override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
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override var itemImage: TextureRegion? = null,
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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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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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colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme,
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var showItemCount: Boolean = true,
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
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companion object {
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@@ -113,10 +114,13 @@ class UIItemInventoryElemWide(
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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) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""),
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if (showItemCount)
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item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else "")
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else
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item!!.name,
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posX + textOffsetX,
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posY + textOffsetY
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posX + textOffsetX,
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posY + textOffsetY
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)
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