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

163 lines
4.8 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.*
import net.torvald.terrarum.gameactors.ActorInventory
import net.torvald.terrarum.gameactors.ActorWithPhysics
import net.torvald.terrarum.gameactors.InventoryPair
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import java.util.ArrayList
/**
* Created by minjaesong on 2017-10-28.
*/
class UIItemInventoryEquippedView(
parentUI: UIInventoryFull,
val inventory: ActorInventory,
val theActor: ActorWithPhysics,
override var posX: Int,
override var posY: Int
) : UIItem(parentUI) {
override val width = 104
override val height = 384
companion object {
val width = 104
val height = 384
}
private val listGap = 8
var itemPage = 0
var itemPageCount = 1 // TODO total size of current category / itemGrid.size
lateinit var inventorySortList: Array<GameItem?>
private var rebuildList = true
val spriteViewBackCol: Color; get() = Color(0x404040_88.toInt())//Color(0xd4d4d4_ff.toInt())
private val itemGrid = Array<UIItemInventoryCellBase>(
2 * 5, {
UIItemInventoryElemSimple(
parentUI = parentUI,
posX = this.posX + (UIItemInventoryElemSimple.height + listGap) * ((it + 4) % 2),
posY = this.posY + (UIItemInventoryElemSimple.height + listGap) * ((it + 4) / 2),
item = null,
amount = UIItemInventoryElem.UNIQUE_ITEM_HAS_NO_AMOUNT,
itemImage = null,
mouseoverBackCol = Color(0x282828_ff),
mouseoverBackBlendMode = BlendMode.SCREEN,
backCol = Color(0x404040_88),
backBlendMode = BlendMode.NORMAL,
drawBackOnNull = true
)
}
)
override fun update(delta: Float) {
itemGrid.forEach { it.update(delta) }
}
override fun render(batch: SpriteBatch, camera: Camera) {
// sprite background
blendNormal()
batch.color = spriteViewBackCol
batch.fillRect(
posX.toFloat(), posY.toFloat(),
width.toFloat(), width.toFloat()
)
// sprite
val sprite = theActor.sprite
sprite?.let {
blendNormal(batch)
it.render(
batch,
posX + (width - it.cellWidth).div(2).toFloat(),
posY + (width - it.cellHeight).div(2).toFloat()
) }
itemGrid.forEach { it.render(batch, camera) }
}
internal fun rebuild() {
inventorySortList = inventory.itemEquipped.clone()
rebuildList = false
// sort by equip position
// fill the grid from fastest index, make no gap in-between of slots
var listPushCnt = 0
for (k in 0 until itemGrid.size) {
val it = inventorySortList[k]
if (it != null) {
val itemRecord = inventory.getByDynamicID(it.dynamicID)!!
itemGrid[listPushCnt].item = it
itemGrid[listPushCnt].amount = itemRecord.amount
itemGrid[listPushCnt].itemImage = ItemCodex.getItemImage(it)
itemGrid[listPushCnt].quickslot = null // don't need to be displayed
itemGrid[listPushCnt].equippedSlot = null // don't need to be displayed
listPushCnt++
}
}
// empty out un-filled grids from previous garbage
for (m in listPushCnt until itemGrid.size) {
itemGrid[m].item = null
itemGrid[m].amount = 0
itemGrid[m].itemImage = null
itemGrid[m].quickslot = null
itemGrid[m].equippedSlot = null
}
}
override fun dispose() {
itemGrid.forEach { it.dispose() }
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
super.touchDown(screenX, screenY, pointer, button)
itemGrid.forEach { if (it.mouseUp) it.touchDown(screenX, screenY, pointer, button) }
return true
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
itemGrid.forEach { if (it.mouseUp) it.touchUp(screenX, screenY, pointer, button) }
return true
}
override fun keyDown(keycode: Int): Boolean {
super.keyDown(keycode)
itemGrid.forEach { if (it.mouseUp) it.keyDown(keycode) }
rebuild()
return true
}
override fun keyUp(keycode: Int): Boolean {
super.keyUp(keycode)
itemGrid.forEach { if (it.mouseUp) it.keyUp(keycode) }
rebuild()
return true
}
}