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.itemproperties.GameItem import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.modulebasegame.Ingame 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.ui.UIItemTextButton /** * Created by minjaesong on 2017-10-20. */ class UIItemInventoryElemSimple( parentUI: UIInventoryFull, override var posX: Int, override var posY: 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, val highlightCol: Color = UIItemTextButton.defaultHighlightCol, 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 = UIItemInventoryElem.height } private val inventoryUI = parentUI override val width = UIItemInventoryElemSimple.height override val height = UIItemInventoryElemSimple.height private val imgOffset: Float get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid override fun update(delta: Float) { if (item != null) { } } 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 || equippedSlot != null) { // "equippedSlot != null": also highlight back if equipped BlendMode.resolve(mouseoverBackBlendMode, batch) batch.color = mouseoverBackCol } // if drawBackOnNull, just draw background else { BlendMode.resolve(backBlendMode, batch) batch.color = backCol } batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat()) } // quickslot and equipped slot indicator is not needed as it's intended for blocks and walls // and you can clearly see the quickslot UI anyway if (item != null && itemImage != null) { 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 // if item has durability, draw that and don't draw count; durability and itemCount cannot coexist if (item!!.maxDurability > 0.0) { // draw durability metre val barFullLen = width val barOffset = posX.toFloat() val thickness = UIItemInventoryElem.durabilityBarThickness val percentage = 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 + height - thickness, barOffset + barFullLen, thickness, false) batch.color = durabilityCol batch.drawStraightLine(barOffset, posY + height - thickness, barOffset + barFullLen * percentage, thickness, false) } } // draw item count when applicable else if (item!!.stackable) { val amountString = amount.toString() // highlight item count (blocks/walls) if the item is equipped if (equippedSlot != null) { batch.color = highlightCol } Terrarum.fontSmallNumbers.draw(batch, amountString, posX + (width - Terrarum.fontSmallNumbers.getWidth(amountString)).toFloat(), posY + (height - Terrarum.fontSmallNumbers.H).toFloat() ) } } // 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 Ingame).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 { //println("touchdown elemgrid") if (item != null && Terrarum.ingame != null) { // equip da shit val itemEquipSlot = item!!.equipPosition val player = (Terrarum.ingame!! as Ingame).actorNowPlaying if (player == null) return false if (item != ItemCodex[player.inventory.itemEquipped.get(itemEquipSlot)]) { // if this item is unequipped, equip it player.equipItem(item!!) } else { // if not, unequip it player.unequipItem(item!!) } } 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) } }