Files
Terrarum/src/net/torvald/terrarum/UIItemInventoryElemSimple.kt
2018-06-21 17:33:22 +09:00

200 lines
7.0 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Input
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.itemproperties.GameItem
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
import net.torvald.terrarum.ui.*
/**
* Created by minjaesong on 2017-10-20.
*/
class UIItemInventoryElemSimple(
parentUI: UIInventoryFull,
override var posX: Int,
override var posY: Int,
override var item: GameItem?,
override var amount: Int,
override var itemImage: TextureRegion?,
val mouseOverTextCol: Color = Color(0xfff066_ff.toInt()),
val mouseoverBackCol: Color = Color(0),
val mouseoverBackBlendMode: String = BlendMode.NORMAL,
val inactiveTextCol: Color = UIItemTextButton.defaultInactiveCol,
val backCol: Color = Color(0),
val backBlendMode: String = BlendMode.NORMAL,
val highlightCol: Color = UIItemTextButton.defaultHighlightCol,
override var quickslot: Int? = null,
override var equippedSlot: Int? = null,
val drawBackOnNull: Boolean = true
) : UIItemInventoryCellBase(parentUI, posX, posY, item, amount, itemImage, quickslot, equippedSlot) {
companion object {
val height = UIItemInventoryElem.height
}
private val inventoryUI = parentUI
override val width = UIItemInventoryElemSimple.height
override val height = UIItemInventoryElemSimple.height
private val imgOffset: Float
get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
override fun update(delta: Float) {
if (item != null) {
}
}
override fun render(batch: SpriteBatch, camera: Camera) {
// mouseover background
if (item != null || drawBackOnNull) {
// do not highlight even if drawBackOnNull is true
if (mouseUp && item != null || equippedSlot != null) { // "equippedSlot != null": also highlight back if equipped
BlendMode.resolve(mouseoverBackBlendMode)
batch.color = mouseoverBackCol
}
// if drawBackOnNull, just draw background
else {
BlendMode.resolve(backBlendMode)
batch.color = backCol
}
batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
}
// quickslot and equipped slot indicator is not needed as it's intended for blocks and walls
// and you can clearly see the quickslot UI anyway
if (item != null && itemImage != null) {
blendNormal()
// item image
batch.color = Color.WHITE
batch.draw(itemImage, posX + imgOffset, posY + imgOffset)
// if mouse is over, text lights up
// this one-liner sets color
batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol
// if item has durability, draw that and don't draw count; durability and itemCount cannot coexist
if (item!!.maxDurability > 0.0) {
// draw durability metre
val barFullLen = width
val barOffset = posX.toFloat()
val thickness = UIItemInventoryElem.durabilityBarThickness
if (item!!.maxDurability > 0.0) {
batch.color = UIItemInventoryElem.durabilityBack
batch.drawStraightLine(barOffset, posY + height - thickness, barOffset + barFullLen, thickness, false)
batch.color = UIItemInventoryElem.durabilityCol
batch.drawStraightLine(barOffset, posY + height - thickness, barOffset + barFullLen * (item!!.durability / item!!.maxDurability), thickness, false)
}
}
else {
// draw item count
val amountString = amount.toString()
// highlight item count (blocks/walls) if the item is equipped
if (equippedSlot != null) {
batch.color = highlightCol
}
Terrarum.fontSmallNumbers.draw(batch,
amountString,
posX + (width - Terrarum.fontSmallNumbers.getWidth(amountString)).toFloat(),
posY + (height - Terrarum.fontSmallNumbers.H).toFloat()
)
}
}
// see IFs above?
batch.color = Color.WHITE
}
override fun keyDown(keycode: Int): Boolean {
if (item != null && Terrarum.ingame != null && keycode in Input.Keys.NUM_1..Input.Keys.NUM_0) {
println("keydown elemgrid")
val inventory = (Terrarum.ingame!! as Ingame).player.inventory
val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1
val currentSlotItem = inventory.getQuickBar(slot)
inventory.setQuickBar(
slot,
if (currentSlotItem?.item != item)
item?.dynamicID // register
else
null // drop registration
)
// search for duplicates in the quickbar, except mine
// if there is, unregister the other
(0..9).minus(slot).forEach {
if (inventory.getQuickBar(it)?.item == item) {
inventory.setQuickBar(it, null)
}
}
}
return true
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
//println("touchdown elemgrid")
if (item != null && Terrarum.ingame != null) {
// equip da shit
val itemEquipSlot = item!!.equipPosition
val player = (Terrarum.ingame!! as Ingame).player
if (item != player.inventory.itemEquipped.get(itemEquipSlot)) { // if this item is unequipped, equip it
player.equipItem(item!!)
}
else { // if not, unequip it
player.unequipItem(item!!)
}
}
inventoryUI.rebuildList()
return true
}
override fun dispose() {
itemImage?.texture?.dispose()
}
override fun keyUp(keycode: Int): Boolean {
return super.keyUp(keycode)
}
override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
return super.mouseMoved(screenX, screenY)
}
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
return super.touchDragged(screenX, screenY, pointer)
}
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
return super.touchUp(screenX, screenY, pointer, button)
}
override fun scrolled(amount: Int): Boolean {
return super.scrolled(amount)
}
}