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

@@ -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
)