buildingmaker penmenu; resolving mouse click clash between world and UIs

This commit is contained in:
minjaesong
2019-02-16 17:11:36 +09:00
parent e06e9ef733
commit a3ef1b435d
14 changed files with 354 additions and 242 deletions

View File

@@ -6,7 +6,9 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.*
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.itemproperties.ItemID
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.modulebasegame.gameworld.WorldTime
@@ -33,12 +35,17 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
- Import…
- Save terrain…
- Load terrain…
-
- Exit to Title : net.torvald.terrarum.modulebasegame.YamlCommandExit
- Tool
- Pencil : net.torvald.terrarum.modulebasegame.YamlCommandToolPencil
- Eyedropper
- Select mrq. : net.torvald.terrarum.modulebasegame.YamlCommandToolMarquee
- Move
- Eraser : net.torvald.terrarum.modulebasegame.YamlCommandToolPencilErase
- Wall Hammer : net.torvald.terrarum.modulebasegame.YamlCommandToolPencilEraseWall
- Eyedropper : net.torvald.terrarum.modulebasegame.YamlCommandToolEyedropper
- Add Selection : net.torvald.terrarum.modulebasegame.YamlCommandToolMarquee
- Remove Sel. : net.torvald.terrarum.modulebasegame.YamlCommandToolMarqueeErase
- Clear Sel.
- Move Selected
- Undo
- Redo
- Time
@@ -84,12 +91,15 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
val notifier = Notification()
val uiPaletteSelector = UIPaletteSelector(this)
val uiPalette = UIBuildingMakerBlockChooser(this)
val uiPenMenu = UIBuildingMakerPenMenu(this)
val uiContainer = ArrayList<UICanvas>()
var currentPenMode = PENMODE_PENCIL
var currentPenTarget = PENTARGET_TERRAIN
val selection = ArrayList<Point2i>()
val blockPointingCursor = object : ActorWithBody(Actor.RenderOrder.OVERLAY) {
@@ -130,11 +140,20 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
companion object {
const val PENMODE_PENCIL = 0
const val PENMODE_MARQUEE = 1
const val PENMODE_PENCIL_ERASE = 1
const val PENMODE_MARQUEE = 2
const val PENMODE_MARQUEE_ERASE = 3
const val PENMODE_EYEDROPPER = 4
const val PENTARGET_TERRAIN = 1
const val PENTARGET_WALL = 2
val toolCursorColour = arrayOf(
Color.YELLOW,
Color.MAGENTA
Color.YELLOW,
Color.MAGENTA,
Color.MAGENTA,
Color.WHITE
)
}
@@ -150,6 +169,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
uiContainer.add(uiPaletteSelector)
uiContainer.add(notifier)
uiContainer.add(uiPalette)
uiContainer.add(uiPenMenu)
@@ -168,7 +188,6 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
uiPalette.setPosition(200, 100)
uiPalette.isVisible = true // TEST CODE should not be visible
LightmapRenderer.fireRecalculateEvent()
@@ -206,30 +225,47 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
}
private fun updateGame(delta: Float) {
var mouseOnUI = false
private var mouseOnUI = false
internal var tappedOnUI = false // when true, even if the UI is closed, pen won't work unless your pen is lifted
// must be set to TRUE by UIs
private fun updateGame(delta: Float) {
WeatherMixer.update(delta, actorNowPlaying, gameWorld)
blockPointingCursor.update(delta)
actorNowPlaying?.update(delta)
var overwriteMouseOnUI = false
uiContainer.forEach {
it.update(delta)
if (it.isVisible && it.mouseUp) {
mouseOnUI = true
overwriteMouseOnUI = true
}
}
mouseOnUI = (overwriteMouseOnUI || uiPenMenu.isVisible)
WorldCamera.update(world, actorNowPlaying)
// make pen work HERE
if (Gdx.input.isTouched && !mouseOnUI) {
// when LEFT mouse is down
if (!tappedOnUI && Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary")) && !mouseOnUI) {
makePenWork(Terrarum.mouseTileX, Terrarum.mouseTileY)
// TODO drag support using bresenham's algo
// for some reason it just doesn't work...
}
else if (!uiPenMenu.isVisible && Gdx.input.isButtonPressed(AppLoader.getConfigInt("mousesecondary"))) {
// open pen menu
// position the menu to where the cursor is
uiPenMenu.posX = Terrarum.mouseScreenX - uiPenMenu.width / 2
uiPenMenu.posY = Terrarum.mouseScreenY - uiPenMenu.height / 2
uiPenMenu.posX = uiPenMenu.posX.coerceIn(0, Terrarum.WIDTH - uiPenMenu.width)
uiPenMenu.posY = uiPenMenu.posY.coerceIn(0, Terrarum.HEIGHT - uiPenMenu.height)
// actually open
uiPenMenu.setAsOpen()
}
}
@@ -246,18 +282,37 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
println("[BuildingMaker] Resize event")
}
fun setPencilColour(itemID: ItemID) {
uiPaletteSelector.fore = itemID
}
override fun dispose() {
blockPointingCursor.dispose()
}
private fun makePenWork(worldTileX: Int, worldTileY: Int) {
private fun makePenWork(x: Int, y: Int) {
val world = gameWorld
val palSelection = uiPaletteSelector.fore
when (currentPenMode) {
// test paint terrain layer
PENMODE_PENCIL -> {
world.setTileTerrain(worldTileX, worldTileY, palSelection)
if (palSelection < BlockCodex.MAX_TERRAIN_TILES)
world.setTileTerrain(x, y, palSelection)
else if (palSelection < 2 * BlockCodex.MAX_TERRAIN_TILES)
world.setTileWall(x, y, palSelection - BlockCodex.MAX_TERRAIN_TILES)
}
PENMODE_PENCIL_ERASE -> {
if (currentPenTarget and PENTARGET_WALL != 0)
world.setTileWall(x, y, Block.AIR)
else
world.setTileTerrain(x, y, Block.AIR)
}
PENMODE_EYEDROPPER -> {
uiPaletteSelector.fore = if (world.getTileFromTerrain(x, y) == Block.AIR)
world.getTileFromWall(x, y)!! + BlockCodex.MAX_TERRAIN_TILES
else
world.getTileFromTerrain(x, y)!!
}
}
}
@@ -266,6 +321,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) }
screen.tappedOnUI = false
return true
}
@@ -289,7 +345,6 @@ class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
return true
}
// let left mouse button to paint, because that's how graphic tablets work
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
screen.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
@@ -368,6 +423,28 @@ class YamlCommandSetTimeNight : YamlInvokable {
class YamlCommandToolPencil : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
class YamlCommandToolPencilErase : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL_ERASE
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
class YamlCommandToolPencilEraseWall : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_PENCIL_ERASE
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_WALL
}
}
class YamlCommandToolEyedropper : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_EYEDROPPER
(args[0] as BuildingMaker).currentPenTarget = BuildingMaker.PENTARGET_TERRAIN
}
}
@@ -375,4 +452,10 @@ class YamlCommandToolMarquee : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_MARQUEE
}
}
}
class YamlCommandToolMarqueeErase : YamlInvokable {
override fun invoke(args: Array<Any>) {
(args[0] as BuildingMaker).currentPenMode = BuildingMaker.PENMODE_MARQUEE_ERASE
}
}

View File

@@ -11,6 +11,7 @@ import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.imagefont.WatchFont
/**
* The entry point for the module "Basegame"
@@ -103,4 +104,7 @@ class EntryPoint : ModuleEntryPoint() {
println("Welcome back!")
}
override fun dispose() {
WatchFont.dispose()
}
}

View File

@@ -588,6 +588,8 @@ object IngameRenderer {
LightmapRenderer.dispose()
BlocksDrawer.dispose()
WeatherMixer.dispose()
batch.dispose()
}
private fun worldCamToRenderPos(): Pair<Float, Float> {

View File

@@ -3,6 +3,8 @@ package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendScreen
import net.torvald.terrarum.fillRect
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.ui.UICanvas
@@ -21,7 +23,7 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
const val TILESREGION_SIZE = 24
const val MENUBAR_SIZE = 80
const val SCROLLBAR_SIZE = 16
const val SCROLLBAR_SIZE = 24
const val WIDTH = TILES_X*TILESREGION_SIZE + SCROLLBAR_SIZE + MENUBAR_SIZE
const val HEIGHT = TILES_Y*TILESREGION_SIZE
@@ -60,14 +62,31 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
palette.forEach { it.update(delta) }
tabs.update(delta)
closeButton.update(delta)
if (closeButton.mousePushed) {
parent.tappedOnUI = true
isVisible = false
}
}
private val addCol = Color(0x242424ff)
private var scrollBarPos = 0
private val scrollBarHeight = (HEIGHT - 16*14).toFloat()
private val scrollableArea = HEIGHT - scrollBarHeight
override fun renderUI(batch: SpriteBatch, camera: Camera) {
palette.forEach { it.render(batch, camera) }
// gaps between tabs and close button
batch.color = DEFAULT_BACKGROUNDCOL
batch.fillRect(0f, tabs.height.toFloat(), MENUBAR_SIZE.toFloat(), height.toFloat() - (tabs.height + closeButton.height))
// scrollbar back
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), 0f, SCROLLBAR_SIZE.toFloat(), height.toFloat())
blendScreen(batch)
batch.color = addCol
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), 0f, SCROLLBAR_SIZE.toFloat(), height.toFloat())
// scrollbar
batch.fillRect(width - SCROLLBAR_SIZE.toFloat(), scrollBarPos.toFloat(), SCROLLBAR_SIZE.toFloat(), scrollBarHeight)
blendNormal(batch)
// the actual buttons
tabs.render(batch, camera)
@@ -77,7 +96,6 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
private var dragOriginX = 0 // relative mousepos
private var dragOriginY = 0 // relative mousepos
private var dragForReal = false
private var closeReady = false // so that it'll close when the mouse is DOWN then UP
private fun mouseOnDragHandle() = relativeMouseX in 0 until MENUBAR_SIZE && relativeMouseY in tabs.height until height - closeButton.height
@@ -96,22 +114,16 @@ class UIBuildingMakerBlockChooser(val parent: BuildingMaker): UICanvas() {
dragOriginX = relativeMouseX
dragOriginY = relativeMouseY
dragForReal = true
parent.tappedOnUI = true
}
else {
dragForReal = false
}
closeReady = closeButton.mouseUp
return true
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (closeReady && closeButton.mouseUp) {
closeButton.deselect()
this.isVisible = false
}
return true
}

View File

@@ -0,0 +1,102 @@
package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.fillCircle
import net.torvald.terrarum.modulebasegame.ui.ItemSlotImageFactory
import net.torvald.terrarum.roundInt
import net.torvald.terrarum.sqr
import net.torvald.terrarum.ui.UICanvas
import org.dyn4j.geometry.Vector2
/**
* Created by minjaesong on 2019-02-16.
*/
class UIBuildingMakerPenMenu(val parent: BuildingMaker): UICanvas() {
companion object {
const val SIZE = 400
const val RADIUS = SIZE / 2.0
const val RADIUSF = RADIUS.toFloat()
const val BLOCKS_ROW_RADIUS = 150
const val TOOLS_ROW_RADIUS = 72
const val BLOCK_BACK_SIZE = 72
const val BLOCK_BACK_RADIUS = BLOCK_BACK_SIZE / 2f
const val ICON_SIZE = 38
const val ICON_HITBOX_SIZE = 52
const val ICON_HITBOX_RADIUS = ICON_HITBOX_SIZE / 2f
const val PALETTE_SIZE = 10
}
private val backCol = ItemSlotImageFactory.CELLCOLOUR_BLACK
private val blockCellCol = ItemSlotImageFactory.CELLCOLOUR_WHITE
/** Centre pos. */
private val blockCellPos = Array<Vector2>(PALETTE_SIZE) {
val newvec = Vector2(0.0, 0.0 - BLOCKS_ROW_RADIUS)
newvec.rotate(Math.PI / 5.0 * it).plus(Vector2(RADIUS, RADIUS))
}
override var width = SIZE
override var height = SIZE
override var openCloseTime = 0f//UIQuickslotBar.COMMON_OPEN_CLOSE
private var mouseVec = Vector2(0.0, 0.0)
override fun updateUI(delta: Float) {
mouseVec.x = relativeMouseX.toDouble()
mouseVec.y = relativeMouseY.toDouble()
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) {
this.isVisible = false
parent.tappedOnUI = false
}
// primary click
if (Gdx.input.isButtonPressed(AppLoader.getConfigInt("mouseprimary"))) {
// close by clicking close button or out-of-boud
if (mouseVec.distanceSquared(RADIUS, RADIUS) !in ICON_HITBOX_RADIUS.sqr()..RADIUSF.sqr()) {
this.isVisible = false
parent.tappedOnUI = true
}
}
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
// draw back
batch.color = backCol
batch.fillCircle(0f, 0f, SIZE.toFloat(), SIZE.toFloat())
// draw fore
batch.color = blockCellCol
for (i in 0 until PALETTE_SIZE) {
val x = blockCellPos[i].x.roundInt().toFloat() - BLOCK_BACK_RADIUS
val y = blockCellPos[i].y.roundInt().toFloat() - BLOCK_BACK_RADIUS
batch.fillCircle(x, y, BLOCK_BACK_SIZE.toFloat(), BLOCK_BACK_SIZE.toFloat())
}
// draw close button
batch.fillCircle(RADIUSF - ICON_HITBOX_RADIUS, RADIUSF - ICON_HITBOX_RADIUS, ICON_HITBOX_SIZE.toFloat(), ICON_HITBOX_SIZE.toFloat())
}
override fun doOpening(delta: Float) {
}
override fun doClosing(delta: Float) {
}
override fun endOpening(delta: Float) {
}
override fun endClosing(delta: Float) {
}
override fun dispose() {
}
}

View File

@@ -5,7 +5,6 @@ import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameworld.GameWorld
/**
* Created by minjaesong on 2016-03-15.
@@ -18,7 +17,7 @@ open class DroppedItem(private val item: GameItem) : ActorWBMovable(RenderOrder.
isVisible = true
avBaseMass = if (item.dynamicID < BlockCodex.TILE_UNIQUE_MAX)
avBaseMass = if (item.dynamicID < BlockCodex.MAX_TERRAIN_TILES)
BlockCodex[item.dynamicID].density / 1000.0
else
ItemCodex[item.dynamicID].mass