Files
Terrarum/src/net/torvald/terrarum/ui/UIHandler.kt

301 lines
7.8 KiB
Kotlin

package net.torvald.terrarum.ui
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.Ingame
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.round
/**
* UIHandler is a handler for UICanvas. It opens/closes the attached UI, moves the "window" (or "canvas")
* to the coordinate of displayed cartesian coords, and update and render the UI.
* It also process game inputs and send control events to the UI so that the UI can handle them.
*
* New UIs are NORMALLY HIDDEN; set it visible as you need!
*
* Created by minjaesong on 15-12-31.
*/
class UIHandler(var UI: UICanvas,
var toggleKeyLiteral: Int? = null, var toggleButtonLiteral: Int? = null,
// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
var customPositioning: Boolean = false, // mainly used by vital meter
var doNotWarnConstant: Boolean = false
) {
// X/Y Position relative to the game window.
var posX: Int = 0
var posY: Int = 0
private var alwaysVisible = false
var isOpening = false
var isClosing = false
var isOpened = false // fully opened
var isVisible: Boolean = false
get() = if (alwaysVisible) true
else field
set(value) {
if (alwaysVisible)
throw RuntimeException("[UIHandler] Tried to 'set visibility of' constant UI")
if (value == true) {
isOpened = true
field = value
}
else {
isOpened = false
field = value
}
}
/**
* being TRUE for only one frame when the UI is told to open
*/
var openFired = false
var closeFired = false
var opacity = 1f
var scale = 1f
var openCloseCounter = 0f
init {
UI.handler = this
}
private val toggleKey: Int?; get() = toggleKeyLiteral // to support in-screen keybind changing
private val toggleButton: Int?; get() = toggleButtonLiteral // to support in-screen keybind changing
fun update(delta: Float) {
// open/close UI by key pressed
if (toggleKey != null) {
if (KeyToggler.isOn(toggleKey!!)) {
setAsOpen()
}
else {
setAsClose()
}
}
if (toggleButton != null) {
/* */
}
if (openFired && openCloseCounter > 9) openFired = false
if (closeFired && openCloseCounter > 9) closeFired = false
if (isVisible || alwaysVisible) {
UI.update(delta)
}
if (isOpening) {
isVisible = true
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (open)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doOpening(delta)
// println("UIHandler.opening ${UI.javaClass.simpleName}")
}
else {
UI.endOpening(delta)
isOpening = false
isClosing = false
isOpened = true
openCloseCounter = 0f
}
}
else if (isClosing) {
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (close)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doClosing(delta)
// println("UIHandler.closing ${UI.javaClass.simpleName}")
}
else {
UI.endClosing(delta)
isClosing = false
isOpening = false
isOpened = false
isVisible = false
openCloseCounter = 0f
}
}
}
fun render(batch: SpriteBatch, camera: Camera) {
if (isVisible || alwaysVisible) {
// camera SHOULD BE CENTERED to HALFX and HALFY (see StateInGame) //
//batch.projectionMatrix = Matrix4()
//
//if (!customPositioning)
// Terrarum.ingame?.camera?.position?.set(posX.toFloat(), posY.toFloat(), 0f) // does it work?
if (!customPositioning) {
setCameraPosition(batch, camera, posX.toFloat(), posY.toFloat())
}
batch.color = Color.WHITE
UI.render(batch)
//ingameGraphics.flush()
}
}
fun setPosition(x: Int, y: Int) {
posX = x
posY = y
}
fun setAsAlwaysVisible() {
isVisible = true
alwaysVisible = true
isOpened = true
isOpening = false
isClosing = false
}
/**
* Send OPEN signal to the attached UI.
*/
fun setAsOpen() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'open' constant UI")
}
if (!isOpened && !isOpening) {
isOpened = false
isOpening = true
isClosing = false
isVisible = true
openFired = true
}
}
/**
* Send CLOSE signal to the attached UI.
*/
fun setAsClose() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'close' constant UI")
}
if ((isOpening || isOpened) && !isClosing && isVisible) {
isOpened = false
isClosing = true
isOpening = false
closeFired = true
}
}
val isClosed: Boolean
get() = !isOpened && !isClosing && !isOpening
fun toggleOpening() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'toggle opening of' constant UI")
}
if (isVisible) {
if (!isClosing) {
setAsClose()
}
}
else {
if (!isOpening) {
setAsOpen()
}
}
}
fun keyDown(keycode: Int): Boolean {
if (isVisible) {
return UI.keyDown(keycode)
}
return false
}
fun keyUp(keycode: Int): Boolean {
if (isVisible) {
return UI.keyUp(keycode)
}
return false
}
fun keyTyped(char: Char): Boolean {
if (isVisible) {
return UI.keyTyped(char)
}
return false
}
fun mouseMoved(screenX: Int, screenY: Int) {
if (isVisible) {
UI.mouseMoved(screenX, screenY)
}
}
fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
if (isVisible) {
UI.touchDragged(screenX, screenY, pointer)
}
return false
}
fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
UI.touchDown(screenX, screenY, pointer, button)
}
return false
}
fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
UI.touchUp(screenX, screenY, pointer, button)
}
return false
}
fun scrolled(amount: Int): Boolean {
if (isVisible) {
UI.scrolled(amount)
}
return false
}
// constant UI can't take control
val isTakingControl: Boolean
get() {
if (alwaysVisible) {
return false
}
return isVisible && !isOpening
}
fun dispose() {
UI.dispose()
}
fun setCameraPosition(batch: SpriteBatch, camera: Camera, newX: Float, newY: Float) {
Ingame.setCameraPosition(batch, camera, newX, newY)
}
}