mirror of
https://github.com/curioustorvald/Terrarum.git
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103 lines
3.0 KiB
Kotlin
103 lines
3.0 KiB
Kotlin
package net.torvald.terrarum.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 com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.BlendMode
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import net.torvald.terrarum.blendNormal
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import net.torvald.terrarum.fillRect
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/**
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* Created by minjaesong on 2017-07-16.
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*/
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open class UIItemImageButton(
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parent: UICanvas,
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val image: TextureRegion,
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val buttonCol: Color = Color.WHITE,
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val buttonBackCol: Color = Color(0),
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val buttonBackBlendMode: String = BlendMode.NORMAL,
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val activeCol: Color = Color(0xfff066_ff.toInt()),
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val activeBackCol: Color = Color(0xb0b0b0_ff.toInt()),
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val activeBackBlendMode: String = BlendMode.MULTIPLY,
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val highlightCol: Color = Color(0x00f8ff_ff),
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val highlightBackCol: Color = Color(0xb0b0b0_ff.toInt()),
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val highlightBackBlendMode: String = BlendMode.MULTIPLY,
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override var posX: Int,
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override var posY: Int,
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override val width: Int = image.regionWidth,
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override val height: Int = image.regionHeight,
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var highlightable: Boolean
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) : UIItem(parent) {
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// deal with the moving position
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override var oldPosX = posX
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override var oldPosY = posY
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var highlighted = false
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override fun render(batch: SpriteBatch, camera: Camera) {
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// draw background
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if (mouseUp) {
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BlendMode.resolve(activeBackBlendMode, batch)
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batch.color = activeBackCol
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}
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else {
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BlendMode.resolve(buttonBackBlendMode, batch)
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batch.color = buttonBackCol
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}
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batch.fillRect(posX.toFloat(), posY.toFloat(), width.toFloat(), height.toFloat())
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// draw image
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blendNormal(batch)
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batch.color = if (highlighted) highlightCol
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else if (mouseUp) activeCol
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else buttonCol
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batch.draw(image, (posX + (width - image.regionWidth) / 2).toFloat(), (posY + (height - image.regionHeight) / 2).toFloat())
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}
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override fun dispose() {
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image.texture.dispose()
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}
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override fun keyDown(keycode: Int): Boolean {
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return super.keyDown(keycode)
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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 touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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if (mouseUp) {
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highlighted = !highlighted
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}
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return super.touchDown(screenX, screenY, pointer, button)
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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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} |