mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-12 03:24:06 +09:00
220 lines
7.4 KiB
Kotlin
220 lines
7.4 KiB
Kotlin
package net.torvald.terrarum
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import com.badlogic.gdx.Input
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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.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.colourutil.CIELabUtil.darkerLab
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import net.torvald.terrarum.itemproperties.GameItem
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
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import net.torvald.terrarum.ui.*
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/***
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* Note that the UI will not render if either item or itemImage is null.
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*
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* Created by minjaesong on 2017-03-16.
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*/
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class UIItemInventoryElem(
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parentUI: UIInventoryFull,
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override var posX: Int,
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override var posY: Int,
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override val width: Int,
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override var item: GameItem?,
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override var amount: Int,
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override var itemImage: TextureRegion?,
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val mouseOverTextCol: Color = Color(0xfff066_ff.toInt()),
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val mouseoverBackCol: Color = Color(0),
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val mouseoverBackBlendMode: String = BlendMode.NORMAL,
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val inactiveTextCol: Color = UIItemTextButton.defaultInactiveCol,
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val backCol: Color = Color(0),
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val backBlendMode: String = BlendMode.NORMAL,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null,
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val drawBackOnNull: Boolean = true
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) : UIItemInventoryCellBase(parentUI, posX, posY, item, amount, itemImage, quickslot, equippedSlot) {
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companion object {
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val height = 48
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val UNIQUE_ITEM_HAS_NO_AMOUNT = -1
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internal val durabilityCol = Color(0x22ff11_ff)
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internal val durabilityBack: Color; get() = durabilityCol.darkerLab(0.4f)
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internal val durabilityBarThickness = 3f
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}
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private val inventoryUI = parentUI
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override val height = UIItemInventoryElem.height
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private val imgOffset: Float
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get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
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private val textOffsetX = 50f
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private val textOffsetY = 8f
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private val durabilityBarOffY = 35f
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override fun update(delta: Float) {
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if (item != null) {
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}
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}
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private val fwsp = 0x3000.toChar()
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override fun render(batch: SpriteBatch, camera: Camera) {
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// mouseover background
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if (item != null || drawBackOnNull) {
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// do not highlight even if drawBackOnNull is true
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if (mouseUp && item != null) {
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BlendMode.resolve(mouseoverBackBlendMode)
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batch.color = mouseoverBackCol
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}
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// if drawBackOnNull, just draw background
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else {
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BlendMode.resolve(backBlendMode)
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batch.color = backCol
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}
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batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
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}
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if (item != null && itemImage != null) {
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blendNormal()
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// item image
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batch.color = Color.WHITE
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batch.draw(itemImage, posX + imgOffset, posY + imgOffset)
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// if mouse is over, text lights up
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// this one-liner sets color
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batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol
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// draw name of the item
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Terrarum.fontGame.draw(batch,
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// print name and amount in parens
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item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amount)" else if (amount != 1) "$fwsp!!$amount!!" else "") +
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// TEMPORARY print eqipped slot info as well
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(if (equippedSlot != null) " ${0xE081.toChar()}\$$equippedSlot" else ""),
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posX + textOffsetX,
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posY + textOffsetY
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)
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// durability metre
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val barFullLen = (width - 8f) - textOffsetX
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val barOffset = posX + textOffsetX
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if (item!!.maxDurability > 0.0) {
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batch.color = durabilityBack
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batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false)
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batch.color = durabilityCol
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batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * (item!!.durability / item!!.maxDurability), durabilityBarThickness, false)
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}
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// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
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batch.color = Color.WHITE
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if (quickslot != null) {
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val label = quickslot!!.plus(0xE010).toChar()
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val labelW = Terrarum.fontGame.getWidth("$label")
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Terrarum.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY)
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}
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}
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// see IFs above?
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batch.color = Color.WHITE
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}
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override fun keyDown(keycode: Int): Boolean {
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if (item != null && Terrarum.ingame != null && keycode in Input.Keys.NUM_1..Input.Keys.NUM_0) {
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val player = (Terrarum.ingame!! as Ingame).actorNowPlaying
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if (player == null) return false
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val inventory = player.inventory
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val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1
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val currentSlotItem = inventory?.getQuickBar(slot)
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inventory.setQuickBar(
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slot,
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if (currentSlotItem?.item != item)
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item?.dynamicID // register
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else
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null // drop registration
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)
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// search for duplicates in the quickbar, except mine
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// if there is, unregister the other
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(0..9).minus(slot).forEach {
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if (inventory.getQuickBar(it)?.item == item) {
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inventory.setQuickBar(it, null)
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}
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}
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}
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return true
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}
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override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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if (item != null && Terrarum.ingame != null) {
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// equip da shit
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val itemEquipSlot = item!!.equipPosition
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if (itemEquipSlot == GameItem.EquipPosition.NULL) {
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TODO("Equip position is NULL, does this mean it's single-consume items like a potion?")
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}
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val player = (Terrarum.ingame!! as Ingame).actorNowPlaying
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if (player == null) return false
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if (item != player.inventory.itemEquipped.get(itemEquipSlot)) { // if this item is unequipped, equip it
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player.equipItem(item!!)
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}
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else { // if not, unequip it
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player.unequipItem(item!!)
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}
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}
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inventoryUI.rebuildList()
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return true
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}
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override fun dispose() {
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itemImage?.texture?.dispose()
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}
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override fun keyUp(keycode: Int): Boolean {
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return super.keyUp(keycode)
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}
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override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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return super.mouseMoved(screenX, screenY)
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}
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override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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return super.touchDragged(screenX, screenY, pointer)
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}
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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return super.touchUp(screenX, screenY, pointer, button)
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}
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override fun scrolled(amount: Int): Boolean {
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return super.scrolled(amount)
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}
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}
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