mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
UIs will draw on "backing" framebuffer where skybox is
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@@ -80,8 +80,8 @@ class StateInGame : BasicGameState() {
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val worldDrawFrameBuffer = Image(Terrarum.WIDTH.div(ZOOM_MIN).ceilInt(), Terrarum.HEIGHT.div(ZOOM_MIN).ceilInt())
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val worldG = worldDrawFrameBuffer.graphics
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val uisDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
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val uiG = uisDrawFrameBuffer.graphics
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val backDrawFrameBuffer = Image(Terrarum.WIDTH, Terrarum.HEIGHT)
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val backG = backDrawFrameBuffer.graphics
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//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
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//private lateinit var shaderBlur: Shader
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@@ -198,11 +198,11 @@ class StateInGame : BasicGameState() {
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// vital metre
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// fill in getter functions by
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// (uiAliases[UI_QUICK_BAR]!!.UI as UIVitalMetre).vitalGetterMax = { some_function }
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uiAliases[UI_VITAL1] = UIHandler(UIVitalMetre(player, { 80f }, { 100f }, Color.red, 0))
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uiAliases[UI_VITAL1] = UIHandler(UIVitalMetre(player, { 80f }, { 100f }, Color.red, 0), customPositioning = true)
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uiAliases[UI_VITAL1]!!.setAsAlwaysVisible()
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uiAliases[UI_VITAL2] = UIHandler(UIVitalMetre(player, { 73f }, { 100f }, Color(0x00dfff), 1))
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uiAliases[UI_VITAL2] = UIHandler(UIVitalMetre(player, { 73f }, { 100f }, Color(0x00dfff), 1), customPositioning = true)
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uiAliases[UI_VITAL2]!!.setAsAlwaysVisible()
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uiAliases[UI_VITAL3] = UIHandler(UIVitalMetre(player, { 32f }, { 100f }, Color(0xffcc00), 2))
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uiAliases[UI_VITAL3] = UIHandler(UIVitalMetre(player, { 32f }, { 100f }, Color(0xffcc00), 2), customPositioning = true)
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uiAliases[UI_VITAL3]!!.setAsAlwaysVisible()
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@@ -357,17 +357,16 @@ class StateInGame : BasicGameState() {
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// clean the shit beforehand
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worldG.clear()
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uiG.clear()
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backG.clear()
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blendNormal()
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drawSkybox(gwin) // drawing to gwin so that any lights from lamp wont "leak" to the skybox
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drawSkybox(backG) // drawing to gwin so that any lights from lamp wont "leak" to the skybox
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// e.g. Bright blue light on sunset
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// make camara work //
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// compensate for zoom. UIs must be treated specially! (see UIHandler)
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// make camara work
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worldG.translate(-MapCamera.x.toFloat(), -MapCamera.y.toFloat())
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@@ -472,21 +471,31 @@ class StateInGame : BasicGameState() {
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WorldSimulator.drawFluidMapDebug(worldG)
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//////////////
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// draw UIs //
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//////////////
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uiContainer.forEach { if (it != consoleHandler) it.render(gc, sbg, uiG) }
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debugWindow.render(gc, sbg, uiG)
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/////////////////
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// GUI Predraw //
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/////////////////
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worldG.flush()
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backG.drawImage(worldDrawFrameBuffer.getScaledCopy(screenZoom), 0f, 0f)
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backG.flush()
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/////////////////////
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// draw UIs ONLY! //
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/////////////////////
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uiContainer.forEach { if (it != consoleHandler) it.render(gc, sbg, backG) }
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debugWindow.render(gc, sbg, backG)
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// make sure console draws on top of other UIs
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consoleHandler.render(gc, sbg, uiG)
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notifier.render(gc, sbg, uiG)
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consoleHandler.render(gc, sbg, backG)
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notifier.render(gc, sbg, backG)
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/////////////////
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// draw layers //
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/////////////////
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gwin.drawImage(worldDrawFrameBuffer.getScaledCopy(screenZoom), 0f, 0f)
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gwin.drawImage(uisDrawFrameBuffer, 0f, 0f)
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//////////////////
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// GUI Postdraw //
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//////////////////
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backG.flush()
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gwin.drawImage(backDrawFrameBuffer, 0f, 0f)
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// centre marker
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@@ -88,6 +88,12 @@ class StateUITest : BasicGameState() {
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override fun getID() = Terrarum.STATE_ID_TEST_UI1
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override fun render(container: GameContainer, game: StateBasedGame, g: Graphics) {
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blendNormal()
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g.color = Color.green
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g.fillRect(0f, 0f, 2048f, 2048f)
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ui.render(container, game, g)
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}
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}
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@@ -193,7 +193,7 @@ class BasicDebugInfoWindow : UICanvas {
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val histogramH = 200
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private fun drawHistogram(g: Graphics, histogram: LightmapRenderer.Histogram, x: Int, y: Int) {
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val uiColour = Color(0xAA000000.toInt())
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val uiColour = Color(0x80000000.toInt())
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val barR = Color(0xDD0000)
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val barG = Color(0x00DD00)
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val barB = Color(0x0000DD)
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@@ -16,7 +16,7 @@ import org.newdawn.slick.Input
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*/
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class ConsoleWindow : UICanvas, KeyboardControlled {
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internal var UIColour = Color(0xCC000000.toInt())
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internal var UIColour = Color(0x80404080.toInt())
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private var inputCursorPos: Int = 0
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private val MESSAGES_MAX = 5000
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@@ -18,18 +18,17 @@ import org.newdawn.slick.state.StateBasedGame
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* Created by minjaesong on 15-12-31.
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*/
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class UIHandler(val UI: UICanvas,
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val toggleKey: Int? = null, val toggleButton: Int? = null
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val toggleKey: Int? = null, val toggleButton: Int? = null,
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// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
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var customPositioning: Boolean = false
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) {
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// X/Y Position to the game window.
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// X/Y Position relative to the game window.
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var posX: Int = 0
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var posY: Int = 0
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private var alwaysVisible = false
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private val UIGraphicInstance: Graphics
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private val UIDrawnCanvas: Image
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var isOpening = false
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var isClosing = false
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var isOpened = false // fully opened
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@@ -56,11 +55,6 @@ class UIHandler(val UI: UICanvas,
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init {
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UI.handler = this
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println("[UIHandler] Creating framebuffer for UI '${UI.javaClass.simpleName}'")
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UIDrawnCanvas = Image(UI.width, UI.height)
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UIGraphicInstance = UIDrawnCanvas.graphics
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}
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@@ -123,14 +117,11 @@ class UIHandler(val UI: UICanvas,
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fun render(gc: GameContainer, sbg: StateBasedGame, ingameGraphics: Graphics) {
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if (isVisible || alwaysVisible) {
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UIGraphicInstance.clear()
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UIGraphicInstance.font = Terrarum.fontGame
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ingameGraphics.font = Terrarum.fontGame // default font. Re-assign in the UI to change
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UI.render(gc, UIGraphicInstance)
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ingameGraphics.drawImage(
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UIDrawnCanvas, posX.toFloat(), posY.toFloat(), Color(1f, 1f, 1f, opacity)
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)
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if (!customPositioning) ingameGraphics.translate(posX.toFloat(), posY.toFloat())
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UI.render(gc, ingameGraphics)
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ingameGraphics.flush()
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}
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}
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@@ -28,7 +28,7 @@ class UIInventory(
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val catButtonsToCatIdent = HashMap<String, String>()
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val backgroundColour = Color(0x1c1c1c)
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val backgroundColour = Color(0xA0282828.toInt())
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init {
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catButtonsToCatIdent.put("GAME_INVENTORY_WEAPONS", InventoryItem.Category.WEAPON)
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@@ -73,9 +73,10 @@ class UIInventory(
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defaultSelection = 0,
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iconSpriteSheet = SpriteSheet("./assets/graphics/gui/inventory/category.tga", 20, 20),
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iconSpriteSheetIndices = intArrayOf(9,0,1,2,3,4,5,6,7,8),
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highlightBackCol = backgroundColour screen Color(0x0c0c0c),
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highlightBackBlendMode = BlendMode.NORMAL,
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highlightBackCol = Color(0x0c0c0c),
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highlightBackBlendMode = BlendMode.SCREEN,
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backgroundCol = Color(0x383838),
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backgroundBlendMode = BlendMode.MULTIPLY,
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kinematic = true
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)
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@@ -93,8 +94,6 @@ class UIInventory(
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mouseoverBackCol = Color(0x282828),
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mouseoverBackBlendMode = BlendMode.SCREEN,
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drawBackOnNull = false
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//backCol = Color(0x101010),
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//backBlendMode = BlendMode.SCREEN
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) })
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val itemsScrollOffset = 0
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@@ -175,6 +174,8 @@ class UIInventory(
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}
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override fun render(gc: GameContainer, g: Graphics) {
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//blendMul()
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blendNormal()
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g.color = backgroundColour
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g.fillRect(0f, 0f, width.toFloat(), height.toFloat())
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@@ -48,7 +48,7 @@ class UIPieMenu : UICanvas {
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for (i in 0..slotCount - 1) {
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// set position
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val angle = Math.PI * 2.0 * (i.toDouble() / slotCount) + Math.PI // 180 deg monitor-wise
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val slotCentrePoint = Vector2(0.0, slotDistanceFromCentre.toDouble()).setDirection(angle) + centrePoint
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val slotCentrePoint = Vector2(0.0, slotDistanceFromCentre).setDirection(angle) + centrePoint
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// draw cells
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val color = if (i == selection)
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@@ -5,6 +5,7 @@ import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gameactors.ActorHumanoid
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import net.torvald.terrarum.gameactors.floorInt
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import net.torvald.terrarum.gameactors.roundInt
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import net.torvald.terrarum.mapdrawer.MapCamera
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import org.newdawn.slick.Color
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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@@ -27,10 +28,17 @@ class UIVitalMetre(
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override var width: Int = 80 + 2 * margin; set(value) { throw Error("operation not permitted") }
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override var height: Int; get() = player?.baseHitboxH ?: 0 * 3 + margin; set(value) { throw Error("operation not permitted") }
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override var handler: UIHandler? = null
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set(value) {
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// override customPositioning to be true
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if (value != null) {
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value.customPositioning = true
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}
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field = value
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}
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override var openCloseTime: Int = 50
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private val relativePX = width / 2f
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private val relativePY: Float; get() = (player?.baseHitboxH ?: 0) * 1.5f
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//private val relativePX = width / 2f
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private val offsetY: Float; get() = (player?.baseHitboxH ?: 0) * 1.5f
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private val circleRadius: Float; get() = (player?.baseHitboxH ?: 0) * 3f
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private val theta = 33f
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@@ -41,21 +49,35 @@ class UIVitalMetre(
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override fun update(gc: GameContainer, delta: Int) {
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handler!!.setPosition(
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(Terrarum.HALFW - relativePX).roundInt(),
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(Terrarum.HALFH - relativePY).floorInt()
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Terrarum.HALFW,
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Terrarum.HALFH
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)
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handler!!.customPositioning = true
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}
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/**
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* g must be same as World Graphics!
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*/
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override fun render(gc: GameContainer, g: Graphics) {
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if (vitalGetterVal() != null && vitalGetterMax() != null) {
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if (vitalGetterVal() != null && vitalGetterMax() != null && player != null) {
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// FIXME does not work well with screen zoom, because of my custom g.translate
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g.translate(
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-MapCamera.x + player!!.centrePosPoint.x.toFloat(),
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-MapCamera.y + player!!.centrePosPoint.y.toFloat()
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)
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g.lineWidth = 2f
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// background
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g.color = backColor
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g.drawArc(
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relativePX - circleRadius - order * gap,
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-circleRadius - order * gap,
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-circleRadius - order * gap - offsetY,
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circleRadius * 2f + order * gap * 2,
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circleRadius * 2f + order * gap * 2,
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90f - halfTheta,
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@@ -64,13 +86,17 @@ class UIVitalMetre(
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g.color = color
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g.drawArc(
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relativePX - circleRadius - order * gap,
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-circleRadius - order * gap,
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-circleRadius - order * gap - offsetY,
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circleRadius * 2f + order * gap * 2,
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circleRadius * 2f + order * gap * 2,
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90f + halfTheta - theta * (vitalGetterVal()!! / vitalGetterMax()!!),
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90f + halfTheta
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)
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g.flush()
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}
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}
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@@ -96,10 +122,10 @@ class UIVitalMetre(
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/*
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X-------------+ (84)
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+-------------+ (84)
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| @ |
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| X |
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| @ |
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|, ,|
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| ''-------'' |
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