mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-14 07:36:06 +09:00
125 lines
4.1 KiB
Kotlin
125 lines
4.1 KiB
Kotlin
package net.torvald.terrarum.modulebasegame.ui
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.jme3.math.FastMath
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.Second
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import net.torvald.terrarum.itemproperties.ItemCodex
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.ui.UIQuickBar.Companion.CELL_SIZE
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import net.torvald.terrarum.modulebasegame.ui.UIQuickBar.Companion.SLOT_COUNT
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import net.torvald.terrarum.ui.UICanvas
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import org.dyn4j.geometry.Vector2
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/**
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* Created by minjaesong on 2016-07-20.
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*/
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class UIPieMenu : UICanvas() {
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private val cellSize = UIQuickBar.CELL_SIZE
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private val slotCount = UIQuickBar.SLOT_COUNT
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private val slotDistanceFromCentre: Double
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get() = cellSize * 2.8 * handler.scale
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override var width: Int = cellSize * 7
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override var height: Int = width
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/**
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* In milliseconds
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*/
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override var openCloseTime: Second = 0.16f
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private val smallenSize = 0.93f
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var selection: Int = -1
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override fun updateUI(delta: Float) {
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if (selection >= 0)
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(Terrarum.ingame!! as Ingame).playableActor.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] =
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selection % slotCount
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// update controls
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if (handler.isOpened || handler.isOpening) {
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val cursorPos = Vector2(Terrarum.mouseScreenX.toDouble(), Terrarum.mouseScreenY.toDouble())
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val centre = Vector2(Terrarum.HALFW.toDouble(), Terrarum.HALFH.toDouble())
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val deg = -(centre - cursorPos).direction.toFloat()
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selection = Math.round(deg * slotCount / FastMath.TWO_PI)
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if (selection < 0) selection += SLOT_COUNT
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// TODO add gamepad support
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}
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}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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// draw radial thingies
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for (i in 0..slotCount - 1) {
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// set position
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val angle = Math.PI * 2.0 * (i.toDouble() / slotCount) + Math.PI // 180 deg monitor-wise
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val slotCentrePoint = Vector2(0.0, slotDistanceFromCentre).setDirection(-angle) // NOTE: NOT a center of circle!
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// draw cells
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val image = if (i == selection)
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ItemSlotImageBuilder.produceLarge(false, (i + 1) % SLOT_COUNT)
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else
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ItemSlotImageBuilder.produce(true, (i + 1) % SLOT_COUNT)
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val slotSize = image.regionWidth
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val slotX = slotCentrePoint.x.toFloat() - (slotSize / 2)
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val slotY = slotCentrePoint.y.toFloat() - (slotSize / 2)
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batch.color = Color(1f, 1f, 1f, handler.opacity * UIQuickBar.finalOpacity)
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batch.draw(
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image,
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slotX,
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slotY
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)
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// draw item
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val itemPair = (Terrarum.ingame!! as Ingame).playableActor.inventory.getQuickBar(i)
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if (itemPair != null) {
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val itemImage = ItemCodex.getItemImage(itemPair.item)
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val itemW = itemImage.regionWidth
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val itemH = itemImage.regionHeight
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batch.color = Color(1f, 1f, 1f, handler.opacity)
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batch.draw(
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itemImage, // using fixed CELL_SIZE for reasons
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slotX + (CELL_SIZE - itemW) / 2f,
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slotY + (CELL_SIZE - itemH) / 2f
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)
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}
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}
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}
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override fun doOpening(delta: Float) {
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doOpeningFade(this, openCloseTime)
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handler.scale = smallenSize + (1f.minus(smallenSize) * handler.opacity)
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}
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override fun doClosing(delta: Float) {
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doClosingFade(this, openCloseTime)
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handler.scale = smallenSize + (1f.minus(smallenSize) * handler.opacity)
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}
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override fun endOpening(delta: Float) {
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endOpeningFade(this)
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handler.scale = 1f
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}
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override fun endClosing(delta: Float) {
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endClosingFade(this)
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handler.scale = 1f
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}
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override fun dispose() {
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}
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} |