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https://github.com/curioustorvald/Terrarum.git
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generalised catbar
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130
src/net/torvald/terrarum/ui/UIItemInventoryElemSimple.kt
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130
src/net/torvald/terrarum/ui/UIItemInventoryElemSimple.kt
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package net.torvald.terrarum.ui
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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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.App
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import net.torvald.terrarum.blendNormalStraightAlpha
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme
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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.defaultInventoryCellTheme
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
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import net.torvald.terrarum.mul
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import kotlin.math.roundToInt
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/**
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* Created by minjaesong on 2017-10-20.
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*/
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class UIItemInventoryElemSimple(
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override var item: GameItem?,
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override var amount: Long,
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override var itemImage: TextureRegion?,
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override var quickslot: Int? = null,
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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
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val drawBackOnNull: Boolean = true,
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keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self
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touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self
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extraInfo: Any? = null,
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highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
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colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
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companion object {
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val height = UIItemInventoryElemWide.height
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}
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override val width = Companion.height
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override val height = Companion.height
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private val imgOffsetY: 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 imgOffsetX: Float
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get() = (this.height - itemImage!!.regionWidth).div(2).toFloat() // to snap to the pixel grid
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override fun update(delta: Float) {
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}
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private var highlightToMainCol = false
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private var highlightToSubCol = false
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override fun render(frameDelta: Float, batch: SpriteBatch, camera: OrthographicCamera) {
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blendNormalStraightAlpha(batch)
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highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted
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highlightToSubCol = customHighlightRule2?.invoke(this) ?: false
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// cell background
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if (item != null || drawBackOnNull) {
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batch.color = colourTheme.cellBackgroundCol
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Toolkit.fillArea(batch, posX, posY, width, height)
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}
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// cell border
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batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol
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else if (highlightToSubCol) colourTheme.cellHighlightSubCol
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else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol
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else colourTheme.cellHighlightNormalCol
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Toolkit.drawBoxBorder(batch, posX, posY, width, height)
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// quickslot and equipped slot indicator is not needed as it's intended for blocks and walls
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// and you can clearly see the quickslot UI anyway
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if (item != null && itemImage != null) {
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// item image
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batch.color = Color.WHITE
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batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY)
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// if item has durability, draw that and don't draw count; durability and itemCount cannot coexist
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if (item!!.maxDurability > 0.0) {
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// draw durability metre
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val barFullLen = width
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val barOffset = posX
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val thickness = UIItemInventoryElemWide.durabilityBarThickness
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val percentage = 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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batch.color = durabilityBack
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Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + barFullLen, thickness, false)
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batch.color = durabilityCol
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Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + (barFullLen * percentage).roundToInt(), thickness, false)
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}
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// draw item count when applicable
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else if (item!!.stackable) {
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val amountString = amount.toItemCountText()
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// if mouse is over, text lights up
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// highlight item count (blocks/walls) if the item is equipped
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batch.color = item!!.nameColour mul (
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if (highlightToMainCol) colourTheme.textHighlightMainCol
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else if (highlightToSubCol) colourTheme.textHighlightSubCol
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else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol
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else colourTheme.textHighlightNormalCol)
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App.fontSmallNumbers.draw(batch,
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amountString,
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posX + (width - App.fontSmallNumbers.getWidth(amountString)).toFloat(),
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posY + (height - App.fontSmallNumbers.H).toFloat()
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)
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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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