Files
Terrarum/src/net/torvald/terrarum/UIItemInventoryElem.kt

202 lines
6.7 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.colourutil.CIELabUtil.darkerLab
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.ui.UIInventory
import net.torvald.terrarum.ui.UIItem
import net.torvald.terrarum.ui.UIItemTextButton
/***
* Note that the UI will not render if either item or itemImage is null.
*
* Created by SKYHi14 on 2017-03-16.
*/
class UIItemInventoryElem(
parentUI: UIInventory,
override var posX: Int,
override var posY: Int,
override val width: Int,
var item: GameItem?,
var amount: Int,
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,
var quickslot: Int? = null,
var equippedSlot: Int? = null,
val drawBackOnNull: Boolean = true
) : UIItem(parentUI) {
companion object {
val height = 48
val UNIQUE_ITEM_HAS_NO_AMOUNT = -1
}
private val inventoryUI = parentUI
override val height = UIItemInventoryElem.height
private val imgOffset: Float
get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
private val textOffsetX = 50f
private val textOffsetY = 8f
private val durabilityCol = Color(0x22ff11_ff)
private val durabilityBack: Color; get() = durabilityCol.darkerLab(0.4f)
private val durabilityBarOffY = 35f
override fun update(delta: Float) {
if (item != null) {
}
}
private val fwsp = 0x3000.toChar()
override fun render(batch: SpriteBatch) {
// mouseover background
if (item != null || drawBackOnNull) {
// do not highlight even if drawBackOnNull is true
if (mouseUp && item != null) {
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())
}
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
Terrarum.fontGame.draw(batch,
//"$item" + (if (amount > 0 && item!!.stackable) "$fwsp($amount)" else if (amount != 1) "$fwsp!!$amount!!" else "") +
item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amount)" else if (amount != 1) "$fwsp!!$amount!!" else "") +
(if (equippedSlot != null) " ${0xE081.toChar()}\$$equippedSlot" else ""),
posX + textOffsetX,
posY + textOffsetY
)
// durability metre
val barFullLen = (width - 8f) - textOffsetX
val barOffset = posX + textOffsetX
if (item!!.maxDurability > 0.0) {
batch.color = durabilityBack
batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, 3f, false)
batch.color = durabilityCol
batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * (item!!.durability / item!!.maxDurability), 3f, false)
}
// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
batch.color = Color.WHITE
if (quickslot != null) {
val label = quickslot!!.plus(0xE010).toChar()
val labelW = Terrarum.fontGame.getWidth("$label")
Terrarum.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY)
}
}
// 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) {
val inventory = Terrarum.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 {
if (item != null && Terrarum.ingame != null) {
// equip da shit
val itemEquipSlot = item!!.equipPosition
val player = Terrarum.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)
}
}