Files
Terrarum/src/net/torvald/terrarum/ui/UIHandler.kt

258 lines
7.0 KiB
Kotlin

package net.torvald.terrarum.ui
import net.torvald.terrarum.mapdrawer.TilesDrawer
import net.torvald.terrarum.Terrarum
import com.jme3.math.FastMath
import net.torvald.terrarum.gamecontroller.KeyToggler
import org.lwjgl.opengl.GL11
import org.newdawn.slick.*
import org.newdawn.slick.state.StateBasedGame
/**
* UIHandler is a handler for UICanvas. It opens/closes the attached UI, moves the "window" (or "canvas")
* to the coordinate of displayed cartesian coords, and update and render the UI.
* It also process game inputs and send control events to the UI so that the UI can handle them.
*
* Newly created UI is invisible by default.
*
* Created by minjaesong on 15-12-31.
*/
class UIHandler(val UI: UICanvas,
val toggleKey: Int? = null, val toggleButton: Int? = null,
// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
var customPositioning: Boolean = false
) {
// X/Y Position relative to the game window.
var posX: Int = 0
var posY: Int = 0
private var alwaysVisible = false
var isOpening = false
var isClosing = false
var isOpened = false // fully opened
var isVisible: Boolean = false
get() = if (alwaysVisible) true
else field
set(value) {
if (alwaysVisible)
throw RuntimeException("[UIHandler] Tried to 'set visibility of' constant UI")
if (value == true) {
isOpened = true
field = value
}
else {
isOpened = false
field = value
}
}
var opacity = 1f
var scale = 1f
var openCloseCounter: Int = 0
init {
UI.handler = this
}
fun update(gc: GameContainer, delta: Int) {
// open/close UI by key pressed
if (toggleKey != null) {
if (KeyToggler.isOn(toggleKey)) {
setAsOpen()
}
else {
setAsClose()
}
}
if (isVisible || alwaysVisible) {
UI.update(gc, delta)
}
if (isOpening) {
isVisible = true
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (open)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doOpening(gc, delta)
// println("UIHandler.opening ${UI.javaClass.simpleName}")
}
else {
UI.endOpening(gc, delta)
isOpening = false
isClosing = false
isOpened = true
openCloseCounter = 0
}
}
else if (isClosing) {
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (close)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < UI.openCloseTime) {
UI.doClosing(gc, delta)
// println("UIHandler.closing ${UI.javaClass.simpleName}")
}
else {
UI.endClosing(gc, delta)
isClosing = false
isOpening = false
isOpened = false
isVisible = false
openCloseCounter = 0
}
}
}
fun render(gc: GameContainer, sbg: StateBasedGame, ingameGraphics: Graphics) {
if (isVisible || alwaysVisible) {
ingameGraphics.font = Terrarum.fontGame // default font. Re-assign in the UI to change
if (!customPositioning) ingameGraphics.translate(posX.toFloat(), posY.toFloat())
UI.render(gc, ingameGraphics)
ingameGraphics.flush()
}
}
fun setPosition(x: Int, y: Int) {
posX = x
posY = y
}
fun setAsAlwaysVisible() {
isVisible = true
alwaysVisible = true
isOpened = true
isOpening = false
isClosing = false
}
/**
* Send OPEN signal to the attached UI.
*/
fun setAsOpen() {
if (alwaysVisible) {
throw RuntimeException("[UIHandler] Tried to 'open' constant UI")
}
if (!isOpened && !isOpening) {
isOpened = false
isOpening = true
isClosing = false
isVisible = true
}
}
/**
* Send CLOSE signal to the attached UI.
*/
fun setAsClose() {
if (alwaysVisible) {
throw RuntimeException("[UIHandler] Tried to 'close' constant UI")
}
if ((isOpening || isOpened) && !isClosing && isVisible) {
isOpened = false
isClosing = true
isOpening = false
}
}
val isClosed: Boolean
get() = !isOpened && !isClosing && !isOpening
fun toggleOpening() {
if (alwaysVisible) {
throw RuntimeException("[UIHandler] Tried to 'toggle opening of' constant UI")
}
if (isVisible) {
if (!isClosing) {
setAsClose()
}
}
else {
if (!isOpening) {
setAsOpen()
}
}
}
fun processInput(gc: GameContainer, delta: Int, input: Input) {
if (isVisible) {
UI.processInput(gc, delta, input)
}
}
fun keyPressed(key: Int, c: Char) {
if (isVisible && UI is KeyboardControlled) {
UI.keyPressed(key, c)
}
}
fun keyReleased(key: Int, c: Char) {
if (isVisible && UI is KeyboardControlled) {
UI.keyReleased(key, c)
}
}
fun mouseMoved(oldx: Int, oldy: Int, newx: Int, newy: Int) {
if (isVisible && UI is MouseControlled) {
UI.mouseMoved(oldx, oldy, newx, newy)
}
}
fun mouseDragged(oldx: Int, oldy: Int, newx: Int, newy: Int) {
if (isVisible && UI is MouseControlled) {
UI.mouseDragged(oldx, oldy, newx, newy)
}
}
fun mousePressed(button: Int, x: Int, y: Int) {
if (isVisible && UI is MouseControlled) {
UI.mousePressed(button, x, y)
}
}
fun mouseReleased(button: Int, x: Int, y: Int) {
if (isVisible && UI is MouseControlled) {
UI.mouseReleased(button, x, y)
}
}
fun mouseWheelMoved(change: Int) {
if (isVisible && UI is MouseControlled) {
UI.mouseWheelMoved(change)
}
}
fun controllerButtonPressed(controller: Int, button: Int) {
if (isVisible && UI is GamepadControlled) {
UI.controllerButtonPressed(controller, button)
}
}
fun controllerButtonReleased(controller: Int, button: Int) {
if (isVisible && UI is GamepadControlled) {
UI.controllerButtonReleased(controller, button)
}
}
// constant UI can't take control
val isTakingControl: Boolean
get() {
if (alwaysVisible) {
return false
}
return isVisible && !isOpening
}
}