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.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 /** * Created by minjaesong on 2017-10-20. */ class UIItemInventoryElemSimple( parentUI: UICanvas, initialX: Int, initialY: Int, override var item: GameItem?, override var amount: Int, override var itemImage: TextureRegion?, override var quickslot: Int? = null, override var equippedSlot: Int? = null, val drawBackOnNull: Boolean = true, keyDownFun: (GameItem?, Int, Int) -> Unit, touchDownFun: (GameItem?, Int, Int) -> Unit ) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun) { companion object { val height = UIItemInventoryElemWide.height } override val width = UIItemInventoryElemSimple.height override val height = UIItemInventoryElemSimple.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() // to snap to the pixel grid override fun update(delta: Float) { } override fun render(batch: SpriteBatch, camera: Camera) { blendNormal(batch) // 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 (equippedSlot != null) Toolkit.Theme.COL_HIGHLIGHT else if (mouseUp) Toolkit.Theme.COL_ACTIVE else Toolkit.Theme.COL_INVENTORY_CELL_BORDER 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 && itemImage != null) { // item image batch.color = Color.WHITE batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY) // 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 val thickness = UIItemInventoryElemWide.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 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) { 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 (equippedSlot != null) Toolkit.Theme.COL_HIGHLIGHT else if (mouseUp) Toolkit.Theme.COL_ACTIVE else Color.WHITE ) App.fontSmallNumbers.draw(batch, amountString, posX + (width - App.fontSmallNumbers.getWidth(amountString)).toFloat(), posY + (height - App.fontSmallNumbers.H).toFloat() ) } } // see IFs above? batch.color = Color.WHITE } override fun dispose() { } }