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https://github.com/curioustorvald/Terrarum.git
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UIItemInventoryElemWide: removed temporary equippedslot marker: is unnecessary as we've already got UIItemInventoryEquippedView
This commit is contained in:
156
src/net/torvald/terrarum/UIItemInventoryElemWide.kt
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156
src/net/torvald/terrarum/UIItemInventoryElemWide.kt
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package net.torvald.terrarum
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.INVEN_DEBUG_MODE
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.Toolkit.DEFAULT_BOX_BORDER_COL
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIItemTextButton
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/***
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* Note that the UI will not render if either item or itemImage is null.
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*
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* Created by minjaesong on 2017-03-16.
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*/
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class UIItemInventoryElemWide(
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override val width: Int,
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override var item: GameItem?,
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override var amount: Int,
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override var itemImage: TextureRegion?,
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val mouseOverTextCol: Color = Color(0xfff066_ff.toInt()),
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val mouseoverBackCol: Color = Color(0),
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val mouseoverBackBlendMode: String = BlendMode.NORMAL,
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val inactiveTextCol: Color = UIItemTextButton.defaultInactiveCol,
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val backCol: Color = Color(0),
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val backBlendMode: String = BlendMode.NORMAL,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null,
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val drawBackOnNull: Boolean = true,
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keyDownFun: (GameItem?, Int, Int) -> Unit,
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touchDownFun: (GameItem?, Int, Int) -> Unit
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun) {
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companion object {
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val height = 48
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val UNIQUE_ITEM_HAS_NO_AMOUNT = -1
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internal val durabilityBarThickness = 3f
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}
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override val height = UIItemInventoryElemWide.height
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private val imgOffset: Float
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get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
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private val textOffsetX = 50f
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private val textOffsetY = 8f
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private val durabilityBarOffY = 35f
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override fun update(delta: Float) {
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if (item != null) {
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}
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}
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private val fwsp = 0x3000.toChar()
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override fun render(batch: SpriteBatch, camera: Camera) {
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// mouseover background
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if (item != null || drawBackOnNull) {
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// do not highlight even if drawBackOnNull is true
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if (mouseUp && item != null) {
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BlendMode.resolve(mouseoverBackBlendMode, batch)
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batch.color = mouseoverBackCol
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}
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// if drawBackOnNull, just draw background
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else {
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BlendMode.resolve(backBlendMode, batch)
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batch.color = backCol
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}
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Toolkit.fillArea(batch, posX, posY, width, height)
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}
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batch.color = DEFAULT_BOX_BORDER_COL
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//blendNormal(batch)
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Toolkit.drawBoxBorder(batch, posX, posY, width, height)
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if (item != null && itemImage != null) {
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val amountString = amount.toItemCountText()
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blendNormal(batch)
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// item image
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batch.color = Color.WHITE
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batch.draw(itemImage, posX + imgOffset, posY + imgOffset)
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// if mouse is over, text lights up
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// this one-liner sets color
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batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol
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// draw name of the item
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if (INVEN_DEBUG_MODE) {
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App.fontGame.draw(batch,
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// print static id, dynamic id, and count
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"${item!!.originalID}/${item!!.dynamicID}" + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""),
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posX + textOffsetX,
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posY + textOffsetY
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)
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}
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else {
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App.fontGame.draw(batch,
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// print name and amount in parens
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item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""),
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posX + textOffsetX,
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posY + textOffsetY
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)
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}
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// durability metre
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val barFullLen = (width - 8f) - textOffsetX
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val barOffset = posX + textOffsetX
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val percentage = if (item!!.maxDurability < 0.00001f) 0f else item!!.durability / item!!.maxDurability
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val durabilityCol = UIItemInventoryCellCommonRes.getHealthMeterColour(percentage, 0f, 1f)
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val durabilityBack = durabilityCol mul UIItemInventoryCellCommonRes.meterBackDarkening
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if (item!!.maxDurability > 0.0) {
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batch.color = durabilityBack
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batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false)
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batch.color = durabilityCol
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batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * percentage, durabilityBarThickness, false)
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}
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// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
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batch.color = Color.WHITE
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if (quickslot != null) {
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val label = quickslot!!.plus(0xE010).toChar()
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val labelW = App.fontGame.getWidth("$label")
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App.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY)
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}
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}
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// see IFs above?
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batch.color = Color.WHITE
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}
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override fun dispose() {
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}
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}
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