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.UIInventoryFull.Companion.INVEN_DEBUG_MODE 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 /*** * Note that the UI will not render if either item or itemImage is null. * * Created by minjaesong on 2017-03-16. */ class UIItemInventoryElemWide( parentUI: UICanvas, initialX: Int, initialY: Int, override val width: 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, 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 = 48 val UNIQUE_ITEM_HAS_NO_AMOUNT = -1 internal val durabilityBarThickness = 3f } override val height = UIItemInventoryElemWide.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() // NOTE we're using this.height to get horizontal value; this is absofreakinlutely intentional (otherwise images would draw center of this wide cell which is not something we want) private val textOffsetX = 50f private val textOffsetY = 8f private val durabilityBarOffY = 35f override fun update(delta: Float) { if (item != null) { } } private val fwsp = 0x3000.toChar() 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) { 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) if (item != null && itemImage != null) { val amountString = amount.toItemCountText() 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 // draw name of the item if (INVEN_DEBUG_MODE) { App.fontGame.draw(batch, // print static id, dynamic id, and count "${item!!.originalID}/${item!!.dynamicID}" + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""), posX + textOffsetX, posY + textOffsetY ) } else { App.fontGame.draw(batch, // print name and amount in parens item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""), posX + textOffsetX, posY + textOffsetY ) } // durability metre val barFullLen = (width - 8f) - textOffsetX val barOffset = posX + textOffsetX val percentage = if (item!!.maxDurability < 0.00001f) 0f else 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 + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false) batch.color = durabilityCol batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * percentage, durabilityBarThickness, false) } // quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN) batch.color = Color.WHITE if (quickslot != null) { val label = quickslot!!.plus(0xE010).toChar() val labelW = App.fontGame.getWidth("$label") App.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY) } } // see IFs above? batch.color = Color.WHITE } override fun dispose() { } }