Files
Terrarum/src/net/torvald/terrarum/modulebasegame/ui/UIQuickslotBar.kt

92 lines
2.8 KiB
Kotlin

package net.torvald.terrarum.modulebasegame.ui
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.Second
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.ui.UICanvas
/**
* A bar-shaped representation of the Quickslot.
*
* Created by minjaesong on 2016-07-20.
*/
class UIQuickslotBar : UICanvas() {
private val cellSize = ItemSlotImageFactory.slotImage.tileW // 38
private val gutter = 10 - 6 // do -6 to get a gutter size of not-enlarged cells
override var width: Int = cellSize * SLOT_COUNT + gutter * (SLOT_COUNT - 1) // 452
override var height: Int = ItemSlotImageFactory.slotImage.tileH + 4 + Terrarum.fontGame.lineHeight.toInt()
/**
* In milliseconds
*/
override var openCloseTime: Second = COMMON_OPEN_CLOSE
private var selection: Int
get() = (Terrarum.ingame!! as Ingame).actorNowPlaying?.actorValue?.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL) ?: 0
set(value) { (Terrarum.ingame!! as Ingame).actorNowPlaying?.actorValue?.set(AVKey.__PLAYER_QUICKSLOTSEL, value.fmod(SLOT_COUNT)) }
companion object {
const val SLOT_COUNT = 10
const val DISPLAY_OPACITY = 0.8f
const val COMMON_OPEN_CLOSE = 0.12f
}
override fun updateUI(delta: Float) {
}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
for (i in 0..SLOT_COUNT - 1) {
val item = (Terrarum.ingame!! as Ingame).actorNowPlaying?.inventory?.getQuickslot(i)?.item
val image = if (i == selection)
ItemSlotImageFactory.produceLarge(false, (i + 1) % SLOT_COUNT, item)
else
ItemSlotImageFactory.produce(true, (i + 1) % SLOT_COUNT, item)
val slotX = cellSize / 2 + (cellSize + gutter) * i
val slotY = cellSize / 2
// draw slots
batch.color = Color(1f, 1f, 1f, handler.opacity * DISPLAY_OPACITY)
image.draw(batch, slotX, slotY)
}
}
override fun doOpening(delta: Float) {
handler.opacity = handler.openCloseCounter.toFloat() / openCloseTime
}
override fun doClosing(delta: Float) {
handler.opacity = (openCloseTime - handler.openCloseCounter.toFloat()) / openCloseTime
}
override fun endOpening(delta: Float) {
handler.opacity = 1f
}
override fun endClosing(delta: Float) {
handler.opacity = 0f
}
override fun scrolled(amount: Int): Boolean {
// super.scrolled(amount) // no UIItems here
selection = selection.plus(if (amount > 1) 1 else if (amount < -1) -1 else 0).fmod(SLOT_COUNT)
return true
}
override fun dispose() {
}
}