package net.torvald.terrarum 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.gameitems.GameItem import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme 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.UICanvas import kotlin.math.roundToInt /*** * Note that the UI will not render if either item or itemImage is null. * * Created by minjaesong on 2017-03-16. */ class UIItemInventoryElemWide( parentUI: UICanvas, initialX: Int, initialY: Int, override val width: Int, override var item: GameItem?, override var amount: Long, override var itemImage: TextureRegion?, override var quickslot: Int? = null, override var equippedSlot: Int? = null, val drawBackOnNull: Boolean = true, keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self extraInfo: Any? = null, highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting var colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme ) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) { companion object { val height = 48 val UNIQUE_ITEM_HAS_NO_AMOUNT = -1L val durabilityBarThickness = 3 } override val height = UIItemInventoryElemWide.height private val imgOffsetY: Float get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid private val imgOffsetX: Float get() = (this.height - itemImage!!.regionWidth).div(2).toFloat() // NOTE we're using this.height to get horizontal value; this is absofreakinlutely intentional (otherwise images would draw center of this wide cell which is not something we want) private val textOffsetX = 50f private val textOffsetY = 8f private val durabilityBarOffY = 35 override fun update(delta: Float) { if (item != null) { } } private var highlightToMainCol = false private var highlightToSubCol = false var cellHighlightMainCol = Toolkit.Theme.COL_SELECTED var cellHighlightSubCol = Toolkit.Theme.COL_LIST_DEFAULT var cellHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP var cellHighlightNormalCol = Toolkit.Theme.COL_INVENTORY_CELL_BORDER var textHighlightMainCol = Toolkit.Theme.COL_SELECTED var textHighlightSubCol = Color.WHITE var textHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP var textHighlightNormalCol = Color.WHITE override fun render(batch: SpriteBatch, camera: Camera) { blendNormalStraightAlpha(batch) highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted highlightToSubCol = customHighlightRule2?.invoke(this) ?: false // cell background if (item != null || drawBackOnNull) { batch.color = Toolkit.Theme.COL_CELL_FILL Toolkit.fillArea(batch, posX, posY, width, height) } // cell border batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol else if (highlightToSubCol) colourTheme.cellHighlightSubCol else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol else colourTheme.cellHighlightNormalCol Toolkit.drawBoxBorder(batch, posX, posY, width, height) if (item != null && itemImage != null) { val amountString = amount.toItemCountText() blendNormalStraightAlpha(batch) // item image batch.color = Color.WHITE batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY) // if mouse is over, text lights up // highlight item name and count (blocks/walls) if the item is equipped batch.color = item!!.nameColour mul ( if (highlightToMainCol) colourTheme.textHighlightMainCol else if (highlightToSubCol) colourTheme.textHighlightSubCol else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol else colourTheme.textHighlightNormalCol) // draw name of the item App.fontGame.draw(batch, // print name and amount in parens item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""), posX + textOffsetX, posY + textOffsetY ) // durability metre val barFullLen = (width - 8) - textOffsetX.toInt() val barOffset = posX + textOffsetX.toInt() 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 Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false) batch.color = durabilityCol Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + (barFullLen * percentage).roundToInt(), 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 = App.fontGame.getWidth("$label") App.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW.toFloat(), posY + textOffsetY) } } // see IFs above? batch.color = Color.WHITE } override fun dispose() { } }