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.gameitem.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.Toolkit.DEFAULT_BOX_BORDER_COL import net.torvald.terrarum.ui.UICanvas import net.torvald.terrarum.ui.UIItemTextButton /** * 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?, 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, 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) { // 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 } Toolkit.fillArea(batch, posX, posY, width, height) } batch.color = DEFAULT_BOX_BORDER_COL //blendNormal(batch) 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) { blendNormal(batch) // item image batch.color = Color.WHITE batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY) // 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 = 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 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.toItemCountText() // highlight item count (blocks/walls) if the item is equipped if (equippedSlot != null) { batch.color = highlightCol } 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() { } }