mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-13 23:26:07 +09:00
206 lines
7.4 KiB
Kotlin
206 lines
7.4 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.itemproperties.ItemCodex
|
|
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.UIItemTextButton
|
|
|
|
/**
|
|
* 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) {
|
|
|
|
// deal with the moving position
|
|
override var oldPosX = posX
|
|
override var oldPosY = posY
|
|
|
|
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)
|
|
batch.color = mouseoverBackCol
|
|
}
|
|
// if drawBackOnNull, just draw background
|
|
else {
|
|
BlendMode.resolve(backBlendMode, batch)
|
|
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(batch)
|
|
|
|
// 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)
|
|
}
|
|
}
|
|
// draw item count when applicable
|
|
else if (item!!.stackable) {
|
|
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_0..Input.Keys.NUM_9) {
|
|
|
|
val player = (Terrarum.ingame!! as Ingame).actorNowPlaying
|
|
if (player == null) return false
|
|
|
|
val inventory = player.inventory
|
|
val slot = if (keycode == Input.Keys.NUM_0) 9 else keycode - Input.Keys.NUM_1
|
|
val currentSlotItem = inventory.getQuickslot(slot)
|
|
|
|
|
|
inventory.setQuickBar(
|
|
slot,
|
|
if (currentSlotItem?.item != item?.dynamicID)
|
|
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.getQuickslot(it)?.item == item?.dynamicID) {
|
|
inventory.setQuickBar(it, null)
|
|
}
|
|
}
|
|
}
|
|
|
|
return super.keyDown(keycode)
|
|
}
|
|
|
|
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).actorNowPlaying
|
|
if (player == null) return false
|
|
|
|
if (item != ItemCodex[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 super.touchDown(screenX, screenY, pointer, button)
|
|
}
|
|
|
|
|
|
override fun 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)
|
|
}
|
|
|
|
} |