Files
Terrarum/src/net/torvald/terrarum/ui/UIItemImageButton.kt
2023-06-26 18:18:59 +09:00

103 lines
4.2 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 com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.BlendMode
import net.torvald.terrarum.abs
import net.torvald.terrarum.blendNormalStraightAlpha
/**
* Created by minjaesong on 2017-07-16.
*/
open class UIItemImageButton(
parent: UICanvas,
var image: TextureRegion,
/** Colour when mouse is over */
val activeCol: Color = Toolkit.Theme.COL_MOUSE_UP,
/** Colour when mouse is over */
val activeBackCol: Color = UIItemTextButtonList.DEFAULT_BACKGROUND_ACTIVECOL,
/** Colour when mouse is over */
val activeBackBlendMode: String = BlendMode.NORMAL,
/** Colour when clicked/selected */
val highlightCol: Color = Toolkit.Theme.COL_SELECTED,
/** Colour when clicked/selected */
val highlightBackCol: Color = UIItemTextButtonList.DEFAULT_BACKGROUND_HIGHLIGHTCOL,
/** Colour when clicked/selected */
val highlightBackBlendMode: String = BlendMode.NORMAL,
/** Colour on normal status */
val inactiveCol: Color = Toolkit.Theme.COL_LIST_DEFAULT,
val backgroundCol: Color = UIItemTextButtonList.DEFAULT_BACKGROUNDCOL,
val backgroundBlendMode: String = BlendMode.NORMAL,
initialX: Int,
initialY: Int,
/** this does NOT resize the image; use imageDrawWidth to actually resize the image */
override val width: Int = image.regionWidth,
/** this does NOT resize the image; use imageDrawHeight to actually resize the image */
override val height: Int = image.regionHeight,
/** When clicked, toggle its "lit" status */
var highlightable: Boolean,
/** Changes the appearance to use a border instead of colour-changing image for highlighter */
val useBorder: Boolean = false,
/** Image won't be place at right position if `image.regionWidth != imageDrawWidth`; define the `width` argument to avoid the issue */
val imageDrawWidth: Int = image.regionWidth,
/** Image won't be place at right position if `image.regionHeight != imageDrawHeight`; define the `height` argument to avoid the issue */
val imageDrawHeight: Int = image.regionHeight,
) : UIItem(parent, initialX, initialY) {
var highlighted = false
var extraDrawOp: (UIItem, SpriteBatch) -> Unit = { _,_ -> }
override fun render(batch: SpriteBatch, camera: Camera) {
// draw background
if (highlighted) {
BlendMode.resolve(highlightBackBlendMode, batch)
batch.color = highlightBackCol
Toolkit.fillArea(batch, posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
}
else if (mouseUp) {
BlendMode.resolve(activeBackBlendMode, batch)
batch.color = activeBackCol
Toolkit.fillArea(batch, posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
}
else {
batch.color = backgroundCol
BlendMode.resolve(backgroundBlendMode, batch)
Toolkit.fillArea(batch, posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
}
blendNormalStraightAlpha(batch)
// draw image
batch.color = if (highlighted) highlightCol
else if (mouseUp) activeCol
else Toolkit.Theme.COL_INACTIVE
if (useBorder) {
Toolkit.drawBoxBorder(batch, posX - 1f, posY - 1f, width + 2f, height + 2f)
batch.color = Color.WHITE
}
batch.draw(image, (posX + (width - imageDrawWidth) / 2).toFloat(), (posY + (height - imageDrawHeight) / 2).toFloat(), imageDrawWidth.toFloat(), imageDrawHeight.toFloat())
batch.color = if (highlighted) highlightCol
else if (mouseUp) activeCol
else inactiveCol
extraDrawOp(this, batch)
}
override fun dispose() {
image.texture.dispose()
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (mouseUp && highlightable) {
highlighted = !highlighted
}
return super.touchDown(screenX, screenY, pointer, button)
}
}