package net.torvald.terrarum import com.badlogic.gdx.graphics.Camera 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.gameitems.GameItem 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.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: Long, override var itemImage: TextureRegion?, 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 extraInfo: Any? = null, highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting var colourTheme: InventoryCellColourTheme = defaultInventoryCellTheme ) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) { 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) { } private var highlightToMainCol = false private var highlightToSubCol = false override fun render(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 = Toolkit.Theme.COL_CELL_FILL 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) // 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 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 (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() ) } } // see IFs above? batch.color = Color.WHITE } override fun dispose() { } }