jukebox: ui item number fix, not accepting disc already there

This commit is contained in:
minjaesong
2024-01-14 11:33:56 +09:00
parent 5d03575ea1
commit 871396cd92
5 changed files with 41 additions and 53 deletions

View File

@@ -35,9 +35,6 @@ class Convolv(ir: File, val crossfeed: Float, gain: Float = 1f / 256f): Terrarum
var processingSpeed = 1f; private set
private val partSizes: IntArray
private val partOffsets: IntArray
init {
if (!ir.exists()) {
throw IllegalArgumentException("Impulse Response file '${ir.path}' does not exist.")
@@ -72,20 +69,6 @@ class Convolv(ir: File, val crossfeed: Float, gain: Float = 1f / 256f): Terrarum
convFFT = Array(2) {
FFT.fft(conv[it])
}
// println("convFFT Length = ${convFFT[0].size}")
// fill up part* dictionary
// define "master" array
var c = AUDIO_BUFFER_SIZE
val master0 = arrayListOf(c)
while (c < fftLen) {
master0.add(c)
c *= 2
}
partSizes = master0.toIntArray()
partOffsets = master0.toIntArray().also { it[0] = 0 }
}
private val realtime = (BLOCKSIZE / TerrarumAudioMixerTrack.SAMPLING_RATEF * 1000000000L)

View File

@@ -70,8 +70,6 @@ class FixtureJukebox : Electric {
}
}
private var waitAkku = 0f
override val canBeDespawned: Boolean
get() = discInventory.isEmpty()

View File

@@ -33,6 +33,7 @@ class UIJukeboxInventory(val parent: UIJukebox) : UICanvas() {
UIItemInventoryElemWide(this,
thisOffsetX, thisOffsetY + (UIItemInventoryElemSimple.height + UIItemInventoryItemGrid.listGap) * index,
6 * UIItemInventoryElemSimple.height + 5 * UIItemInventoryItemGrid.listGap,
showItemCount = false,
keyDownFun = { _, _, _, _, _ -> Unit },
touchDownFun = { _, _, _, _, _ -> Unit },
)
@@ -72,7 +73,8 @@ class UIJukeboxInventory(val parent: UIJukebox) : UICanvas() {
private val playerInventoryUI = UITemplateHalfInventory(this, false).also {
it.itemListTouchDownFun = { gameItem, _, _, _, _ ->
if (operatedByTheInstaller && parent.discInventory.size < SLOT_SIZE && gameItem != null) {
// accept disc but not duplicates
if (operatedByTheInstaller && parent.discInventory.size < SLOT_SIZE && gameItem != null && !parent.discInventory.contains(gameItem.dynamicID)) {
parent.discInventory.add(gameItem.dynamicID)
playerInventory.remove(gameItem)

View File

@@ -20,20 +20,21 @@ import kotlin.math.roundToInt
* Created by minjaesong on 2017-10-20.
*/
class UIItemInventoryElemSimple(
parentUI: UICanvas,
initialX: Int,
initialY: Int,
override var item: GameItem? = null,
override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
override var itemImage: TextureRegion? = null,
override var quickslot: Int? = null,
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
val drawBackOnNull: Boolean = true,
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
colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
parentUI: UICanvas,
initialX: Int,
initialY: Int,
override var item: GameItem? = null,
override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
override var itemImage: TextureRegion? = null,
override var quickslot: Int? = null,
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
val drawBackOnNull: Boolean = true,
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
colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme,
var showItemCount: Boolean = true,
) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
companion object {
@@ -104,7 +105,7 @@ class UIItemInventoryElemSimple(
Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + (barFullLen * percentage).roundToInt(), thickness, false)
}
// draw item count when applicable
else if (item!!.stackable) {
else if (item!!.stackable && showItemCount) {
val amountString = amount.toItemCountText()
// if mouse is over, text lights up

View File

@@ -22,21 +22,22 @@ import kotlin.math.roundToInt
* Created by minjaesong on 2017-03-16.
*/
class UIItemInventoryElemWide(
parentUI: UICanvas,
initialX: Int,
initialY: Int,
override val width: Int,
override var item: GameItem? = null,
override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
override var itemImage: TextureRegion? = null,
override var quickslot: Int? = null,
override var equippedSlot: Int? = null,
val drawBackOnNull: Boolean = true,
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
colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme
parentUI: UICanvas,
initialX: Int,
initialY: Int,
override val width: Int,
override var item: GameItem? = null,
override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT,
override var itemImage: TextureRegion? = null,
override var quickslot: Int? = null,
override var equippedSlot: Int? = null,
val drawBackOnNull: Boolean = true,
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
colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme,
var showItemCount: Boolean = true,
) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
companion object {
@@ -113,10 +114,13 @@ class UIItemInventoryElemWide(
// draw name of the item
App.fontGame.draw(batch,
// print name and amount in parens
item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""),
if (showItemCount)
item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else "")
else
item!!.name,
posX + textOffsetX,
posY + textOffsetY
posX + textOffsetX,
posY + textOffsetY
)