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.defaultInventoryCellTheme import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.tooltipShowing import kotlin.math.roundToInt /** * Created by minjaesong on 2017-10-20. */ class UIItemInventoryElemSimple( parentUI: UICanvas, initialX: Int, initialY: 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, // remnants of wide cell displaying slot number and highlighting; in this style of cell this field only determines highlightedness at render 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 = defaultInventoryCellTheme, var showItemCount: Boolean = true, var emptyCellIcon: TextureRegion? = null, // icon to draw when the cell is empty var emptyCellIconColour: Color = Color(0xdddddd7f.toInt()), val updateOnNull: Boolean = false, ) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, wheelFun, extraInfo, highlightEquippedItem, colourTheme) { override var suppressHaptic = false companion object { val height = UIItemInventoryElemWide.height } override val width = Companion.height 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() // to snap to the pixel grid private val emptyCellIconOffsetX = (this.height - (emptyCellIcon?.regionWidth ?: 0)).div(2).toFloat() private val emptyCellIconOffsetY = (this.height - (emptyCellIcon?.regionHeight ?: 0)).div(2).toFloat() 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 (mouseUp && (item != null || updateOnNull)) colourTheme.cellHighlightMouseUpCol else if (highlightToSubCol) colourTheme.cellHighlightSubCol else colourTheme.cellHighlightNormalCol Toolkit.drawBoxBorder(batch, posX, posY, width, height) // 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) { // item image batch.color = Color.WHITE batch.draw(itemImageOrDefault, posX + imgOffsetX, posY + imgOffsetY) // if item has durability, draw that and don't draw count; durability and itemCount cannot coexist if (item!!.isCurrentlyDynamic && item!!.maxDurability > 0.0) { // draw durability metre val barFullLen = width val barOffset = posX val thickness = UIItemInventoryElemWide.durabilityBarThickness val percentage = item!!.durability / item!!.maxDurability val durabilityCol = UIItemInventoryCellCommonRes.getHealthMeterColour(percentage, 0f, 1f) val durabilityBack = durabilityCol mul UIItemInventoryCellCommonRes.meterBackDarkening batch.color = durabilityBack Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + barFullLen, thickness, false) batch.color = durabilityCol Toolkit.drawStraightLine(batch, barOffset, posY + height - thickness, barOffset + (barFullLen * percentage).roundToInt(), thickness, false) } // draw item count when applicable else if (item!!.stackable && showItemCount) { val amountString = amount.toItemCountText() // if mouse is over, text lights up // highlight item 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) App.fontSmallNumbers.draw(batch, amountString, posX + (width - App.fontSmallNumbers.getWidth(amountString)).toFloat(), posY + (height - App.fontSmallNumbers.H).toFloat() ) } // set tooltip accordingly if (tooltipShowing[tooltipHash] != true && mouseUp) { // printdbg(this, "calling INGAME.setTooltipMessage by $hash") val grey = App.fontGame.toColorCode(11, 11, 11) val itemIDstr = "\n$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 INGAME.setTooltipMessage(finalStr) tooltipShowing[tooltipHash] = true // printdbg(this, tooltipShowing.entries) } } else { // empty cell image emptyCellIcon?.let { batch.color = emptyCellIconColour batch.draw(it, posX + emptyCellIconOffsetX, posY + emptyCellIconOffsetY) } } if (item == null || !mouseUp) { tooltipShowing[tooltipHash] = false } // see IFs above? batch.color = Color.WHITE } override fun dispose() { tooltipShowing.remove(tooltipHash) } override fun hide() { tooltipShowing.remove(tooltipHash) } }