mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 10:34:06 +09:00
92 lines
2.8 KiB
Kotlin
92 lines
2.8 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 net.torvald.terrarum.Second
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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.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.ui.UICanvas
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/**
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* A bar-shaped representation of the Quickslot.
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*
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* Created by minjaesong on 2016-07-20.
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*/
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class UIQuickslotBar : UICanvas() {
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private val cellSize = ItemSlotImageFactory.slotImage.tileW // 38
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private val gutter = 10 - 6 // do -6 to get a gutter size of not-enlarged cells
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override var width: Int = cellSize * SLOT_COUNT + gutter * (SLOT_COUNT - 1) // 452
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override var height: Int = ItemSlotImageFactory.slotImage.tileH + 4 + Terrarum.fontGame.lineHeight.toInt()
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/**
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* In milliseconds
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*/
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override var openCloseTime: Second = COMMON_OPEN_CLOSE
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private var selection: Int
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get() = (Terrarum.ingame!! as Ingame).actorNowPlaying?.actorValue?.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL) ?: 0
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set(value) { (Terrarum.ingame!! as Ingame).actorNowPlaying?.actorValue?.set(AVKey.__PLAYER_QUICKSLOTSEL, value.fmod(SLOT_COUNT)) }
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companion object {
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const val SLOT_COUNT = 10
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const val DISPLAY_OPACITY = 0.8f
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const val COMMON_OPEN_CLOSE = 0.12f
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}
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override fun updateUI(delta: Float) {
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}
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override fun renderUI(batch: SpriteBatch, camera: Camera) {
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for (i in 0..SLOT_COUNT - 1) {
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val item = (Terrarum.ingame!! as Ingame).actorNowPlaying?.inventory?.getQuickslot(i)?.item
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val image = if (i == selection)
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ItemSlotImageFactory.produceLarge(false, (i + 1) % SLOT_COUNT, item)
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else
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ItemSlotImageFactory.produce(true, (i + 1) % SLOT_COUNT, item)
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val slotX = cellSize / 2 + (cellSize + gutter) * i
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val slotY = cellSize / 2
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// draw slots
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batch.color = Color(1f, 1f, 1f, handler.opacity * DISPLAY_OPACITY)
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image.draw(batch, slotX, slotY)
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}
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}
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override fun doOpening(delta: Float) {
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handler.opacity = handler.openCloseCounter.toFloat() / openCloseTime
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}
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override fun doClosing(delta: Float) {
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handler.opacity = (openCloseTime - handler.openCloseCounter.toFloat()) / openCloseTime
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}
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override fun endOpening(delta: Float) {
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handler.opacity = 1f
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}
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override fun endClosing(delta: Float) {
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handler.opacity = 0f
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}
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override fun scrolled(amount: Int): Boolean {
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// super.scrolled(amount) // no UIItems here
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selection = selection.plus(if (amount > 1) 1 else if (amount < -1) -1 else 0).fmod(SLOT_COUNT)
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return true
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}
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override fun dispose() {
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}
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} |