package net.torvald.terrarum import com.badlogic.gdx.Input import com.badlogic.gdx.graphics.Camera import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.TextureRegion import net.torvald.terrarum.gameactors.AVKey import net.torvald.terrarum.gameitem.GameItem import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.modulebasegame.TerrarumIngame import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText import net.torvald.terrarum.ui.Toolkit import net.torvald.terrarum.ui.Toolkit.DEFAULT_BOX_BORDER_COL import net.torvald.terrarum.ui.UIItemTextButton /*** * Note that the UI will not render if either item or itemImage is null. * * Created by minjaesong on 2017-03-16. */ class UIItemInventoryElem( parentUI: UIInventoryFull, override var posX: Int, override var posY: Int, override val width: Int, override var item: GameItem?, override var amount: Int, override var itemImage: TextureRegion?, val mouseOverTextCol: Color = Color(0xfff066_ff.toInt()), val mouseoverBackCol: Color = Color(0), val mouseoverBackBlendMode: String = BlendMode.NORMAL, val inactiveTextCol: Color = UIItemTextButton.defaultInactiveCol, val backCol: Color = Color(0), val backBlendMode: String = BlendMode.NORMAL, override var quickslot: Int? = null, override var equippedSlot: Int? = null, val drawBackOnNull: Boolean = true ) : UIItemInventoryCellBase(parentUI, posX, posY, item, amount, itemImage, quickslot, equippedSlot) { // deal with the moving position override var oldPosX = posX override var oldPosY = posY companion object { val height = 48 val UNIQUE_ITEM_HAS_NO_AMOUNT = -1 internal val durabilityBarThickness = 3f } private val inventoryUI = parentUI override val height = UIItemInventoryElem.height private val imgOffset: Float get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid private val textOffsetX = 50f private val textOffsetY = 8f private val durabilityBarOffY = 35f override fun update(delta: Float) { if (item != null) { } } private val fwsp = 0x3000.toChar() override fun render(batch: SpriteBatch, camera: Camera) { // mouseover background if (item != null || drawBackOnNull) { // do not highlight even if drawBackOnNull is true if (mouseUp && item != null) { BlendMode.resolve(mouseoverBackBlendMode, batch) batch.color = mouseoverBackCol } // if drawBackOnNull, just draw background else { BlendMode.resolve(backBlendMode, batch) batch.color = backCol } Toolkit.fillArea(batch, posX, posY, width, height) } batch.color = DEFAULT_BOX_BORDER_COL //blendNormal(batch) Toolkit.drawBoxBorder(batch, posX, posY, width, height) if (item != null && itemImage != null) { val amountString = amount.toItemCountText() blendNormal(batch) // item image batch.color = Color.WHITE batch.draw(itemImage, posX + imgOffset, posY + imgOffset) // if mouse is over, text lights up // this one-liner sets color batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol // draw name of the item if (AppLoader.IS_DEVELOPMENT_BUILD) { AppLoader.fontGame.draw(batch, // print static id, dynamic id, and count "${item!!.originalID}/${item!!.dynamicID}" + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""), posX + textOffsetX, posY + textOffsetY ) } else { AppLoader.fontGame.draw(batch, // print name and amount in parens item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else "") + // TEMPORARY print eqipped slot info as well (if (equippedSlot != null) " ${0xE081.toChar()}\$$equippedSlot" else ""), posX + textOffsetX, posY + textOffsetY ) } // durability metre val barFullLen = (width - 8f) - textOffsetX val barOffset = posX + textOffsetX val percentage = if (item!!.maxDurability < 0.00001f) 0f else item!!.durability / item!!.maxDurability val durabilityCol = UIItemInventoryCellCommonRes.getHealthMeterColour(percentage, 0f, 1f) val durabilityBack = durabilityCol mul UIItemInventoryCellCommonRes.meterBackDarkening if (item!!.maxDurability > 0.0) { batch.color = durabilityBack batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false) batch.color = durabilityCol batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * percentage, durabilityBarThickness, false) } // quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN) batch.color = Color.WHITE if (quickslot != null) { val label = quickslot!!.plus(0xE010).toChar() val labelW = AppLoader.fontGame.getWidth("$label") AppLoader.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY) } } // see IFs above? batch.color = Color.WHITE } override fun keyDown(keycode: Int): Boolean { if (item != null && Terrarum.ingame != null && keycode in Input.Keys.NUM_0..Input.Keys.NUM_9) { val player = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying if (player == null) return false val inventory = player.inventory val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1 val currentSlotItem = inventory.getQuickslot(slot) inventory.setQuickBar( slot, if (currentSlotItem?.item != item?.dynamicID) item?.dynamicID // register else null // drop registration ) // search for duplicates in the quickbar, except mine // if there is, unregister the other (0..9).minus(slot).forEach { if (inventory.getQuickslot(it)?.item == item?.dynamicID) { inventory.setQuickBar(it, null) } } } return super.keyDown(keycode) } override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean { if (item != null && Terrarum.ingame != null) { // equip da shit val itemEquipSlot = item!!.equipPosition if (itemEquipSlot == GameItem.EquipPosition.NULL) { TODO("Equip position is NULL, does this mean it's single-consume items like a potion? (from item: \"$item\" with itemID: ${item?.originalID}/${item?.dynamicID})") } val player = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying if (player == null) return false if (item != ItemCodex[player.inventory.itemEquipped.get(itemEquipSlot)]) { // if this item is unequipped, equip it player.equipItem(item!!) // also equip on the quickslot player.actorValue.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL)?.let { player.inventory.setQuickBar(it, item!!.dynamicID) } } else { // if not, unequip it player.unequipItem(item!!) // also unequip on the quickslot player.actorValue.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL)?.let { player.inventory.setQuickBar(it, null) } } } inventoryUI.rebuildList() return super.touchDown(screenX, screenY, pointer, button) } override fun dispose() { } override fun keyUp(keycode: Int): Boolean { return super.keyUp(keycode) } override fun mouseMoved(screenX: Int, screenY: Int): Boolean { return super.mouseMoved(screenX, screenY) } override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean { return super.touchDragged(screenX, screenY, pointer) } override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean { return super.touchUp(screenX, screenY, pointer, button) } override fun scrolled(amount: Int): Boolean { return super.scrolled(amount) } }