Files
Terrarum/src/net/torvald/terrarum/UIItemInventoryElemWide.kt
2022-12-12 16:31:28 +09:00

160 lines
6.6 KiB
Kotlin

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.InventoryCellColourTheme
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
/***
* 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: Long,
override var itemImage: TextureRegion?,
override var quickslot: Int? = null,
override var equippedSlot: Int? = null,
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 = UIItemInventoryCellCommonRes.defaultInventoryCellTheme
) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem) {
companion object {
val height = 48
val UNIQUE_ITEM_HAS_NO_AMOUNT = -1L
val durabilityBarThickness = 3
}
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 = 35
override fun update(delta: Float) {
if (item != null) {
}
}
private var highlightToMainCol = false
private var highlightToSubCol = false
var cellHighlightMainCol = Toolkit.Theme.COL_SELECTED
var cellHighlightSubCol = Toolkit.Theme.COL_LIST_DEFAULT
var cellHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP
var cellHighlightNormalCol = Toolkit.Theme.COL_INVENTORY_CELL_BORDER
var textHighlightMainCol = Toolkit.Theme.COL_SELECTED
var textHighlightSubCol = Color.WHITE
var textHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP
var textHighlightNormalCol = Color.WHITE
override fun render(batch: SpriteBatch, camera: Camera) {
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)
if (item != null && itemImage != null) {
val amountString = amount.toItemCountText()
blendNormalStraightAlpha(batch)
// item image
batch.color = Color.WHITE
batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY)
// if mouse is over, text lights up
// highlight item name and 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)
// draw name of the item
App.fontGame.draw(batch,
// print name and amount in parens
item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""),
posX + textOffsetX,
posY + textOffsetY
)
// durability metre
val barFullLen = (width - 8) - textOffsetX.toInt()
val barOffset = posX + textOffsetX.toInt()
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
Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false)
batch.color = durabilityCol
Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + (barFullLen * percentage).roundToInt(), 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.toFloat(), posY + textOffsetY)
}
}
// see IFs above?
batch.color = Color.WHITE
}
override fun dispose() {
}
}