package net.torvald.terrarum.ui import com.badlogic.gdx.Gdx import com.badlogic.gdx.Input import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.OrthographicCamera import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.TextureRegion import net.torvald.terrarum.* import net.torvald.terrarum.gameitems.GameItem import net.torvald.terrarum.langpack.Lang 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 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? = null, override var amount: Long = UIItemInventoryElemWide.UNIQUE_ITEM_HAS_NO_AMOUNT, override var itemImage: TextureRegion? = null, 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 wheelFun: (GameItem?, Long, Float, Float, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, scroll x, scroll y, extra info, self extraInfo: Any? = null, highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme, var showItemCount: Boolean = true, ) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, wheelFun, extraInfo, highlightEquippedItem, colourTheme) { override var suppressHaptic = false companion object { const val height = 48 const val UNIQUE_ITEM_HAS_NO_AMOUNT = -1L const val durabilityBarThickness = 3 } override val height = Companion.height private val itemImageOrDefault: TextureRegion get() = itemImage ?: CommonResourcePool.getAsTextureRegion("itemplaceholder_16") private val imgOffsetY: Float get() = (this.height - itemImageOrDefault.regionHeight).div(2).toFloat() // to snap to the pixel grid private val imgOffsetX: Float get() = (this.height - itemImageOrDefault.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 private var highlightToMainCol = false private var highlightToSubCol = false override fun render(frameDelta: Float, batch: SpriteBatch, camera: OrthographicCamera) { blendNormalStraightAlpha(batch) highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted highlightToSubCol = customHighlightRule2?.invoke(this) ?: false // cell background if (item != null || drawBackOnNull) { batch.color = colourTheme.cellBackgroundCol 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) { val amountString = amount.toItemCountText() blendNormalStraightAlpha(batch) // item image batch.color = Color.WHITE batch.draw(itemImageOrDefault, posX + imgOffsetX, posY + imgOffsetY) // if mouse is over, text lights up // highlight item name and count (blocks/walls) if the item is equipped val nameColour = item!!.nameColour mul ( if (highlightToMainCol) colourTheme.textHighlightMainCol else if (highlightToSubCol) colourTheme.textHighlightSubCol else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol else colourTheme.textHighlightNormalCol) val nameColour2 = nameColour mul Color(0.75f, 0.75f, 0.75f, 1f) batch.color = nameColour val hasSecondaryName = (item?.nameSecondary?.isNotBlank() == true) val itemNameRow1Y = if (hasSecondaryName) 1f else if (/*item!!.isCurrentlyDynamic &&*/ item!!.maxDurability > 0.0) textOffsetY else ((height - App.fontGame.lineHeight) / 2).roundToFloat() val itemNameRow2Y = App.fontGame.lineHeight.toInt() - 2*itemNameRow1Y // draw name of the item App.fontGame.draw(batch, // print name and amount in parens if (showItemCount) item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else "") else item!!.name, posX + textOffsetX, posY + itemNameRow1Y ) // 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!!.isCurrentlyDynamic &&*/ item!!.maxDurability > 0.0) { // it's more helpful for newly created tools to have durability meter 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) } // secondary name else if (hasSecondaryName) { batch.color = nameColour2 App.fontGame.draw(batch, item!!.nameSecondary, posX + textOffsetX, posY + itemNameRow2Y ) } // 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) } // set tooltip accordingly if (!tooltipAcquired() && item != null && mouseUp) { val grey = App.fontGame.toColorCode(11, 11, 11) val itemIDstr = "\n$grey(${item?.originalID}${if (item?.isCurrentlyDynamic == true) "/${item?.dynamicID}" else ""})" val nameStr0 = if (item?.nameSecondary?.isNotBlank() == true) "${item?.name}\n$grey${item?.nameSecondary}" else "${item?.name}" val nameStr = if (Gdx.input.isKeyPressed(Input.Keys.ALT_LEFT)) nameStr0 + itemIDstr else nameStr0 val descStr = Lang.getOrNull("TOOLTIP_${item?.originalID}")?.replace("\n","\n$grey") val finalStr = if (descStr != null) "$nameStr\n$grey$descStr" else nameStr acquireTooltip(finalStr) } } if (item == null || !mouseUp) { releaseTooltip() } // see IFs above? batch.color = Color.WHITE } override fun dispose() { removeFromTooltipRecord() } override fun hide() { removeFromTooltipRecord() } }