package net.torvald.terrarum import com.badlogic.gdx.Input import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.TextureRegion import net.torvald.colourutil.CIELabUtil.darkerLab import net.torvald.terrarum.itemproperties.GameItem import net.torvald.terrarum.ui.UIInventory import net.torvald.terrarum.ui.UIItem import net.torvald.terrarum.ui.UIItemTextButton /*** * Note that the UI will not render if either item or itemImage is null. * * Created by SKYHi14 on 2017-03-16. */ class UIItemInventoryElem( parentUI: UIInventory, override var posX: Int, override var posY: Int, override val width: Int, var item: GameItem?, var amount: Int, 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, var quickslot: Int? = null, var equippedSlot: Int? = null, val drawBackOnNull: Boolean = true ) : UIItem(parentUI) { companion object { val height = 48 val UNIQUE_ITEM_HAS_NO_AMOUNT = -1 } private val inventoryUI = parentUI override val height = UIItemInventoryElem.height private val imgOffset: Float get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid private val textOffsetX = 50f private val textOffsetY = 8f private val durabilityCol = Color(0x22ff11_ff) private val durabilityBack: Color; get() = durabilityCol.darkerLab(0.4f) private val durabilityBarOffY = 35f override fun update(delta: Float) { if (item != null) { } } private val fwsp = 0x3000.toChar() override fun render(batch: SpriteBatch) { // mouseover background if (item != null || drawBackOnNull) { // do not highlight even if drawBackOnNull is true if (mouseUp && item != null) { BlendMode.resolve(mouseoverBackBlendMode) batch.color = mouseoverBackCol } // if drawBackOnNull, just draw background else { BlendMode.resolve(backBlendMode) batch.color = backCol } batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat()) } if (item != null && itemImage != null) { blendNormal() // 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 Terrarum.fontGame.draw(batch, //"$item" + (if (amount > 0 && item!!.stackable) "$fwsp($amount)" else if (amount != 1) "$fwsp!!$amount!!" else "") + item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amount)" else if (amount != 1) "$fwsp!!$amount!!" else "") + (if (equippedSlot != null) " ${0xE081.toChar()}\$$equippedSlot" else ""), posX + textOffsetX, posY + textOffsetY ) // durability metre val barFullLen = (width - 8f) - textOffsetX val barOffset = posX + textOffsetX if (item!!.maxDurability > 0.0) { batch.color = durabilityBack batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, 3f, false) batch.color = durabilityCol batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * (item!!.durability / item!!.maxDurability), 3f, false) } // quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN) batch.color = Color.WHITE if (quickslot != null) { val label = quickslot!!.plus(0xE010).toChar() val labelW = Terrarum.fontGame.getWidth("$label") Terrarum.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY) } } // see IFs above? batch.color = Color.WHITE } override fun keyDown(keycode: Int): Boolean { if (item != null && Terrarum.ingame != null && keycode in Input.Keys.NUM_1..Input.Keys.NUM_0) { val inventory = Terrarum.ingame!!.player.inventory val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1 val currentSlotItem = inventory?.getQuickBar(slot) inventory?.setQuickBar( slot, if (currentSlotItem?.item != item) 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?.getQuickBar(it)?.item == item) { inventory?.setQuickBar(it, null) } } } return true } override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean { if (item != null && Terrarum.ingame != null) { // equip da shit val itemEquipSlot = item!!.equipPosition val player = Terrarum.ingame!!.player if (item != 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 true } override fun dispose() { itemImage?.texture?.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) } }