mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
add: inventory minimap
This commit is contained in:
@@ -31,8 +31,8 @@ internal class UIInventoryCells(
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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.INVENTORY_CELLS_OFFSET_X,
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full.INVENTORY_CELLS_OFFSET_Y,
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full.CELLS_HOR, full.CELLS_VRT
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)
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@@ -43,7 +43,7 @@ internal class UIInventoryCells(
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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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full.INVENTORY_CELLS_OFFSET_Y
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)
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init {
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@@ -29,8 +29,6 @@ class UIInventoryFull(
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doNotWarnConstant: Boolean = false
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) : UICanvas(toggleKeyLiteral, toggleButtonLiteral, customPositioning, doNotWarnConstant) {
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private val debugvals = true
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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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@@ -49,6 +47,7 @@ class UIInventoryFull(
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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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val INVENTORY_CELLS_UI_HEIGHT = CELLS_VRT * UIItemInventoryElemSimple.height + (CELLS_VRT - 1) * UIItemInventoryDynamicList.listGap
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val INVENTORY_CELLS_OFFSET_X = 0 + (AppLoader.screenW - internalWidth) / 2
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val INVENTORY_CELLS_OFFSET_Y = 107 + (AppLoader.screenH - internalHeight) / 2
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init {
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@@ -114,7 +113,7 @@ class UIInventoryFull(
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)
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private val transitionalMinimap = UIInventoryCells(this) // PLACEHOLDER
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private val transitionalMinimap = UIInventoryMinimap(this) // PLACEHOLDER
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private val transitionalItemCells = UIInventoryCells(this)
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private val transitionalEscMenu = UIInventoryEscMenu(this)
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private val transitionPanel = UIItemHorizontalFadeSlide(
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@@ -127,19 +126,10 @@ class UIInventoryFull(
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transitionalMinimap, transitionalItemCells, transitionalEscMenu
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)
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private val SCREEN_MINIMAP = 0f
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private val SCREEN_INVENTORY = 1f
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private val SCREEN_MENU = 2f
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init {
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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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@@ -164,29 +154,8 @@ class UIInventoryFull(
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rebuildList()
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}
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categoryBar.update(delta)
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transitionPanel.update(delta)
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// update map while visible
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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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// update inventory while visible
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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
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/*if (currentScreenTransition < 1f - epsilon) {
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gameMenuButtons.update(delta)
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}*/
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minimapRerenderTimer += Gdx.graphics.rawDeltaTime
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}
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private val gradStartCol = Color(0x404040_60)
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@@ -199,18 +168,6 @@ class UIInventoryFull(
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internal var yEnd = (AppLoader.screenH + internalHeight).div(2).toFloat()
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private set
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private var minimapRerenderTimer = 0f
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private val minimapRerenderInterval = .5f
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// TODO implemented on UIItemTransitionContainer
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/*fun requestTransition(target: Int) {
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if (!transitionOngoing) {
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transitionRequested = true
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transitionReqSource = currentScreenTransition.round()
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transitionReqTarget = target.toFloat()
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}
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}*/
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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@@ -238,178 +195,8 @@ class UIInventoryFull(
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// UI items
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categoryBar.render(batch, camera)
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transitionPanel.render(batch, camera)
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// render map while visible
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/*if (currentScreenTransition > 1f + epsilon) {
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renderScreenMinimap(batch, camera)
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if (debugvals) {
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batch.color = Color.CORAL
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AppLoader.fontSmallNumbers.draw(batch, "Map", 300f, 10f)
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}
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}*/
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// render inventory while visible
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/*if (currentScreenTransition in epsilon..2f - epsilon) {
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renderScreenInventory(batch, camera)
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if (debugvals) {
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batch.color = Color.CHARTREUSE
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AppLoader.fontSmallNumbers.draw(batch, "Inv", 350f, 10f)
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}
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}*/
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// render menu while visible
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/*if (currentScreenTransition < 1f - epsilon) {
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renderScreenGamemenu(batch, camera)
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if (debugvals) {
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batch.color = Color.SKY
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AppLoader.fontSmallNumbers.draw(batch, "Men", 400f, 10f)
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}
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}*/
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/*if (debugvals) {
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batch.color = Color.WHITE
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AppLoader.fontSmallNumbers.draw(batch, "minimap:$minimapScrOffX", 500f, 0f)
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AppLoader.fontSmallNumbers.draw(batch, "inven:$inventoryScrOffX", 500f, 10f)
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AppLoader.fontSmallNumbers.draw(batch, "menu:$menuScrOffX", 500f, 20f)
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}*/
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}
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private val epsilon = 0.001f
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/**
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* - 0 on inventory screen
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* - +WIDTH on minimap screen
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* - -WIDTH on gamemenu screen
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*/
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/*private val minimapScrOffX: Float
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get() = (currentScreenTransition - 2f) * AppLoader.screenW / 2f
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private val inventoryScrOffX: Float
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get() = (currentScreenTransition - 1f) * AppLoader.screenW / 2f
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private val menuScrOffX: Float
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get() = (currentScreenTransition - 0f) * AppLoader.screenW / 2f
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private val minimapScrOpacity: Float
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get() = (currentScreenTransition - 2f).coerceIn(0f, 1f)
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private val inventoryScrOpacity: Float
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get() = (currentScreenTransition - 1f).coerceIn(0f, 1f)
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private val menuScrOpacity: Float
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get() = (currentScreenTransition - 0f).coerceIn(0f, 1f)*/
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//private val MINIMAP_WIDTH = 800f
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//private val MINIMAP_HEIGHT = itemList.height.toFloat()
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//private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
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//private var minimapZoom = 1f
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//private var minimapPanX = -MinimapComposer.totalWidth / 2f
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//private var minimapPanY = -MinimapComposer.totalHeight / 2f
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//private val MINIMAP_ZOOM_MIN = 0.5f
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//private val MINIMAP_ZOOM_MAX = 8f
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//private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
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//private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
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// TODO put 3 bare sub-UIs into proper UIcanvas to handle the motherfucking opacity
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// TODO not yet refactored
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/*private fun renderScreenMinimap(batch: SpriteBatch, camera: Camera) {
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blendNormal(batch)
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// update map panning
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if (currentScreenTransition >= 2f - epsilon) {
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// if left click is down and cursor is in the map area
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if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) &&
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Terrarum.mouseScreenY in itemList.posY..itemList.posY + itemList.height) {
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minimapPanX += Terrarum.mouseDeltaX / minimapZoom
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minimapPanY += Terrarum.mouseDeltaY / minimapZoom
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_1)) {
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minimapZoom *= (1f / 1.02f)
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_2)) {
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minimapZoom *= 1.02f
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_3)) {
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minimapZoom = 1f
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minimapPanX = -MinimapComposer.totalWidth / 2f
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minimapPanY = -MinimapComposer.totalHeight / 2f
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}
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try {
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//minimapPanX = minimapPanX.coerceIn(-(MinimapComposer.totalWidth * minimapZoom) + MINIMAP_WIDTH, 0f) // un-comment this line to constain the panning over x-axis
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} catch (e: IllegalArgumentException) { }
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try {
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//minimapPanY = minimapPanY.coerceIn(-(MinimapComposer.totalHeight * minimapZoom) + MINIMAP_HEIGHT, 0f)
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} catch (e: IllegalArgumentException) { }
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minimapZoom = minimapZoom.coerceIn(MINIMAP_ZOOM_MIN, MINIMAP_ZOOM_MAX)
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// make image to roll over for x-axis. This is for the ROUNDWORLD implementation, feel free to remove below.
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}
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// render minimap
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batch.end()
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if (minimapRerenderTimer >= minimapRerenderInterval) {
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minimapRerenderTimer = 0f
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MinimapComposer.requestRender()
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}
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MinimapComposer.renderToBackground()
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minimapFBO.inAction(minimapCamera, batch) {
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// whatever.
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MinimapComposer.tempTex.dispose()
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MinimapComposer.tempTex = Texture(MinimapComposer.minimap)
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MinimapComposer.tempTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest)
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batch.inUse {
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// [ 1 0 0 ] [ s 0 0 ] [ s 0 0 ]
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// [ 0 1 0 ] x [ 0 s 0 ] = [ 0 s 0 ]
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// [ px py 1 ] [ w/2 h/2 1 ] [ tx ty 1 ]
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//
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// https://www.wolframalpha.com/input/?i=%7B%7B1,0,0%7D,%7B0,1,0%7D,%7Bp_x,p_y,1%7D%7D+*+%7B%7Bs,0,0%7D,%7B0,s,0%7D,%7Bw%2F2,h%2F2,1%7D%7D
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val tx = minimapPanX * minimapZoom + 0.5f * MINIMAP_WIDTH
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val ty = minimapPanY * minimapZoom + 0.5f * MINIMAP_HEIGHT
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// sky background
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batch.color = MINIMAP_SKYCOL
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batch.fillRect(0f, 0f, MINIMAP_WIDTH, MINIMAP_HEIGHT)
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// the actual image
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batch.color = Color.WHITE
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batch.draw(MinimapComposer.tempTex, tx, ty + MinimapComposer.totalHeight * minimapZoom, MinimapComposer.totalWidth * minimapZoom, -MinimapComposer.totalHeight * minimapZoom)
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}
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}
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batch.begin()
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if (debugvals) {
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AppLoader.fontSmallNumbers.draw(batch, "$minimapPanX, $minimapPanY; x$minimapZoom", minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, -10f + itemList.posY)
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}
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batch.projectionMatrix = camera.combined
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// 1px stroke
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batch.color = Color.WHITE
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batch.fillRect(-1 + minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, -1 + itemList.posY.toFloat(), 2 + MINIMAP_WIDTH, 2 + MINIMAP_HEIGHT)
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// control hints
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batch.color = Color.WHITE
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AppLoader.fontGame.draw(batch, minimapControlHelp, offsetX + minimapScrOffX, yEnd - 20)
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// the minimap
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batch.draw(minimapFBO.colorBufferTexture, minimapScrOffX + (AppLoader.screenW - MINIMAP_WIDTH) / 2, itemList.posY.toFloat())
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}*/
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fun rebuildList() {
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transitionalItemCells.rebuildList()
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}
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146
src/net/torvald/terrarum/modulebasegame/ui/UIInventoryMinimap.kt
Normal file
146
src/net/torvald/terrarum/modulebasegame/ui/UIInventoryMinimap.kt
Normal file
@@ -0,0 +1,146 @@
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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 net.torvald.terrarum.*
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import net.torvald.terrarum.blockstats.MinimapComposer
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import net.torvald.terrarum.ui.UICanvas
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class UIInventoryMinimap(val full: UIInventoryFull) : UICanvas() {
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private val debugvals = true
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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 = 0.0f
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private val MINIMAP_WIDTH = 800f
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private val MINIMAP_HEIGHT = full.INVENTORY_CELLS_UI_HEIGHT.toFloat()
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private val MINIMAP_SKYCOL = Color(0x88bbddff.toInt())
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private var minimapZoom = 1f
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private var minimapPanX = -MinimapComposer.totalWidth / 2f
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private var minimapPanY = -MinimapComposer.totalHeight / 2f
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private val MINIMAP_ZOOM_MIN = 0.5f
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private val MINIMAP_ZOOM_MAX = 8f
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private val minimapFBO = FrameBuffer(Pixmap.Format.RGBA8888, MINIMAP_WIDTH.toInt(), MINIMAP_HEIGHT.toInt(), false)
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private val minimapCamera = OrthographicCamera(MINIMAP_WIDTH, MINIMAP_HEIGHT)
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private var minimapRerenderTimer = 0f
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private val minimapRerenderInterval = .5f
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override fun updateUI(delta: Float) {
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MinimapComposer.setWorld(Terrarum.ingame!!.world)
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MinimapComposer.update()
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minimapRerenderTimer += Gdx.graphics.rawDeltaTime
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}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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blendNormal(batch)
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// update map panning
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// if left click is down and cursor is in the map area
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if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) &&
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Terrarum.mouseScreenY in full.INVENTORY_CELLS_OFFSET_Y..full.INVENTORY_CELLS_OFFSET_Y + full.INVENTORY_CELLS_UI_HEIGHT) {
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minimapPanX += Terrarum.mouseDeltaX * 2f / minimapZoom
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minimapPanY += Terrarum.mouseDeltaY * 2f / minimapZoom
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_1)) {
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minimapZoom *= (1f / 1.02f)
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_2)) {
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minimapZoom *= 1.02f
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}
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if (Gdx.input.isKeyPressed(Input.Keys.NUM_3)) {
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minimapZoom = 1f
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minimapPanX = -MinimapComposer.totalWidth / 2f
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minimapPanY = -MinimapComposer.totalHeight / 2f
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}
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try {
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//minimapPanX = minimapPanX.coerceIn(-(MinimapComposer.totalWidth * minimapZoom) + MINIMAP_WIDTH, 0f) // un-comment this line to constain the panning over x-axis
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} catch (e: IllegalArgumentException) { }
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try {
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//minimapPanY = minimapPanY.coerceIn(-(MinimapComposer.totalHeight * minimapZoom) + MINIMAP_HEIGHT, 0f)
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} catch (e: IllegalArgumentException) { }
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minimapZoom = minimapZoom.coerceIn(MINIMAP_ZOOM_MIN, MINIMAP_ZOOM_MAX)
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// make image to roll over for x-axis. This is for the ROUNDWORLD implementation, feel free to remove below.
|
||||
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||||
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// render minimap
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batch.end()
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if (minimapRerenderTimer >= minimapRerenderInterval) {
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minimapRerenderTimer = 0f
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MinimapComposer.requestRender()
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}
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MinimapComposer.renderToBackground()
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minimapFBO.inAction(minimapCamera, batch) {
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// whatever.
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MinimapComposer.tempTex.dispose()
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MinimapComposer.tempTex = Texture(MinimapComposer.minimap)
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MinimapComposer.tempTex.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Nearest)
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batch.inUse {
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// [ 1 0 0 ] [ s 0 0 ] [ s 0 0 ]
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// [ 0 1 0 ] x [ 0 s 0 ] = [ 0 s 0 ]
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// [ px py 1 ] [ w/2 h/2 1 ] [ tx ty 1 ]
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||||
//
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||||
// https://www.wolframalpha.com/input/?i=%7B%7B1,0,0%7D,%7B0,1,0%7D,%7Bp_x,p_y,1%7D%7D+*+%7B%7Bs,0,0%7D,%7B0,s,0%7D,%7Bw%2F2,h%2F2,1%7D%7D
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val tx = minimapPanX * minimapZoom + 0.5f * MINIMAP_WIDTH
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val ty = minimapPanY * minimapZoom + 0.5f * MINIMAP_HEIGHT
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||||
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// sky background
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||||
batch.color = MINIMAP_SKYCOL
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||||
batch.fillRect(0f, 0f, MINIMAP_WIDTH, MINIMAP_HEIGHT)
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// the actual image
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||||
batch.color = Color.WHITE
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batch.draw(MinimapComposer.tempTex, tx, ty + MinimapComposer.totalHeight * minimapZoom, MinimapComposer.totalWidth * minimapZoom, -MinimapComposer.totalHeight * minimapZoom)
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||||
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||||
}
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}
|
||||
batch.begin()
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||||
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||||
if (debugvals) {
|
||||
AppLoader.fontSmallNumbers.draw(batch, "$minimapPanX, $minimapPanY; x$minimapZoom", (AppLoader.screenW - MINIMAP_WIDTH) / 2, -10f + full.INVENTORY_CELLS_OFFSET_Y)
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||||
}
|
||||
|
||||
batch.projectionMatrix = camera.combined
|
||||
// 1px stroke
|
||||
batch.color = Color.WHITE
|
||||
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2, -1 + full.INVENTORY_CELLS_OFFSET_Y.toFloat(), MINIMAP_WIDTH, 1f)
|
||||
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y + MINIMAP_HEIGHT, MINIMAP_WIDTH, 1f)
|
||||
batch.fillRect(-1 + (AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y.toFloat(), 1f, MINIMAP_HEIGHT)
|
||||
batch.fillRect((AppLoader.screenW - MINIMAP_WIDTH) / 2 + MINIMAP_WIDTH, full.INVENTORY_CELLS_OFFSET_Y.toFloat(), 1f, MINIMAP_HEIGHT)
|
||||
|
||||
// control hints
|
||||
batch.color = Color.WHITE
|
||||
AppLoader.fontGame.draw(batch, full.minimapControlHelp, full.offsetX, full.yEnd - 20)
|
||||
|
||||
// the minimap
|
||||
batch.draw(minimapFBO.colorBufferTexture, (AppLoader.screenW - MINIMAP_WIDTH) / 2, full.INVENTORY_CELLS_OFFSET_Y.toFloat())
|
||||
}
|
||||
|
||||
override fun doOpening(delta: Float) {}
|
||||
|
||||
override fun doClosing(delta: Float) {}
|
||||
|
||||
override fun endOpening(delta: Float) {}
|
||||
|
||||
override fun endClosing(delta: Float) {}
|
||||
|
||||
override fun dispose() {
|
||||
minimapFBO.dispose()
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user