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

436 lines
14 KiB
Kotlin

package net.torvald.terrarum.ui
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.utils.Disposable
import net.torvald.terrarum.App
import net.torvald.terrarum.Second
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gamecontroller.TerrarumKeyboardEvent
import kotlin.math.roundToInt
/**
* ## UI Items
*
* UI can contain one or more UI elements (called UIItem). Each UIItem can have one or more events programmed to it.
* Events have their own listener are governed by their GDX event handlers (e.g. touchDragged).
* These GDX handlers are what makes the our own handler to work.
*
* UIItems have following event handlers: updateLister, keyDownListener, touchDraggedListener, touchDownListener, touchUpListener, scrolledListener, and clickOnceListener.
* (perhaps clickOnceListener is the one most useful)
*
* To make them work without any hassle on your part,
* all the UIItems must be added to this UICanvas's ```uiItems``` list.
*
* See also: [net.torvald.terrarum.ui.UIItem]
*
* ## Sub UIs
*
* Sub UIs are UICanvases that is child of this UICanvas. They are also managed internally to lessen your burden.
* Just add all the Sub UIs using ```addSubUI()``` method.
*
* ## Position variables
*
* PosX/Y and relativeMouseX/Y are explained in ```work_files/terrarum_ui_elements_coord_explained.png```
*
* ## Show/Hide/Opening/Closing Timeline
*
* The functions `show`, `doOpening`, `doClosing`, `hide`, `endOpening`, `endClosing` are called sequentially in this order:
*
* ```
* (open has triggered)
* show()
* doOpening()
* doOpening()
* ...
* endOpening()
* ...
* (close has triggered)
* hide()
* doClosing()
* doClosing()
* ...
* endClosing()
* ```
* NOTE: show/hide is a UICanvas function, while do/endSomething() is UIHandler function.
*
* Created by minjaesong on 2015-12-31.
*/
abstract class UICanvas(
toggleKeyLiteral: Int? = null, toggleButtonLiteral: Int? = null,
// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
customPositioning: Boolean = false, // mainly used by vital meter
doNotWarnConstant: Boolean = false
): Disposable {
abstract var width: Int
abstract var height: Int
inline var posX: Int
get() = handler.posX
set(value) { handler.posX = value }
inline var posY: Int
get() = handler.posY
set(value) { handler.posY = value }
inline var initialX: Int
get() = handler.initialX
set(value) { handler.initialX = value }
inline var initialY: Int
get() = handler.initialY
set(value) { handler.initialY = value }
/**
* Usage: (in StateInGame:) uiHandlerField.ui.handler = uiHandlerField
*/
val handler = UIHandler(toggleKeyLiteral, toggleButtonLiteral, customPositioning, doNotWarnConstant)
/**
* In milliseconds
*
* Timer itself is implemented in the ui.handler.
*/
open var openCloseTime: Second = OPENCLOSE_GENERIC
protected val uiItems = ArrayList<UIItem>()
val relativeMouseX: Int
get() = Terrarum.mouseScreenX - handler.posX
val relativeMouseY: Int
get() = Terrarum.mouseScreenY - handler.posY
/** If mouse is hovering over it regardless of its visibility */
open val mouseUp: Boolean
get() = _mouseUpThis || handler.mouseUp
/** If mouse is hovering over it and mouse is down */
val mousePushed: Boolean
get() = mouseUp && Terrarum.mouseDown
private val _mouseUpThis: Boolean
get() = relativeMouseX in 0..width - 1 && relativeMouseY in 0..height - 1
/** Called by the screen */
fun update(delta: Float) {
handler.update(this, delta)
}
/** Called by the screen */
fun render(batch: SpriteBatch, camera: Camera, parentOpacity: Float = 1f) {
handler.render(this, batch, camera, parentOpacity)
}
fun addSubUI(ui: UICanvas) {
handler.addSubUI(ui)
}
/** A function that is run ONCE when the UI is requested to be opened; will work identical to [endOpening] if [openCloseTime] is zero */
open fun show() {
uiItems.forEach { it.show() }
handler.subUIs.forEach { it.show() }
}
/** A function that is run ONCE when the UI is requested to be closed; will work identical to [endClosing] if [openCloseTime] is zero */
open fun hide() {
uiItems.forEach { it.hide() }
handler.subUIs.forEach { it.hide() }
}
/** **DO NOT CALL THIS FUNCTION FOR THE ACTUAL UPDATING OF THE UI — USE update() INSTEAD**
*
* Override this for the actual update. Note that you must update uiItems by yourself. */
abstract fun updateUI(delta: Float)
/** **DO NOT CALL THIS FUNCTION FOR THE ACTUAL RENDERING OF THE UI — USE render() INSTEAD**
*
* Override this for the actual render. Note that you must render uiItems by yourself.
*
* Under normal circumstances, draws are automatically translated as per the handler's X/Y position.
* This means, don't write like: ```draw(posX + 4, posY + 32)```, do instead: ```draw(4, 32)``` unless you have a good reason to do so.
*
* The transparency of the handler is independent of the draw, you must set the drawing color yourself
* (use handler.opacity or handler.opacityColour)
*/
abstract fun renderUI(batch: SpriteBatch, camera: Camera)
/**
* Do not modify ui.handler.openCloseCounter here.
*/
open fun doOpening(delta: Float) {
handler.opacity = handler.openCloseCounter / openCloseTime
}
/**
* Do not modify ui.handler.openCloseCounter here.
*/
open fun doClosing(delta: Float) {
handler.opacity = (openCloseTime - handler.openCloseCounter) / openCloseTime
}
/**
* Do not modify ui.handler.openCloseCounter here.
*/
open fun endOpening(delta: Float) {
handler.opacity = 1f
}
/**
* Do not modify ui.handler.openCloseCounter here.
*/
open fun endClosing(delta: Float) {
handler.opacity = 0f
}
abstract override fun dispose()
fun addUIitem(uiItem: UIItem) {
if (!uiItems.contains(uiItem)) uiItems.add(uiItem)
}
fun mouseInScreen(x: Int, y: Int) = x in 0 until App.scr.windowW && y in 0 until App.scr.windowH
/**
* Called by the screen's InputProcessor
*
* When implementing this, make sure to use ```mouseInScreen()``` function!
*/
open fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
if (this.isVisible) {
uiItems.forEach { it.touchDragged(screenX, screenY, pointer) }
handler.subUIs.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (this.isVisible && mouseInScreen(screenX, screenY)) {
uiItems.forEach { it.touchDown(screenX, screenY, pointer, button) }
handler.subUIs.forEach { it.touchDown(screenX, screenY, pointer, button) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (this.isVisible) {
uiItems.forEach { it.touchUp(screenX, screenY, pointer, button) }
handler.subUIs.forEach { it.touchUp(screenX, screenY, pointer, button) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun scrolled(amountX: Float, amountY: Float): Boolean {
if (this.isVisible) {
uiItems.forEach { it.scrolled(amountX, amountY) }
handler.subUIs.forEach { it.scrolled(amountX, amountY) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun keyDown(keycode: Int): Boolean {
if (this.isVisible) {
uiItems.forEach { it.keyDown(keycode) }
handler.subUIs.forEach { it.keyDown(keycode) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun keyUp(keycode: Int): Boolean {
if (this.isVisible) {
uiItems.forEach { it.keyUp(keycode) }
handler.subUIs.forEach { it.keyUp(keycode) }
return true
}
else return false
}
/** Called by the screen's InputProcessor */
open fun keyTyped(character: Char): Boolean {
// TODO process key typing from the virtual keyboard?
return false
}
open fun inputStrobed(e: TerrarumKeyboardEvent) {
if (this.isVisible) {
uiItems.forEach { it.inputStrobed(e) }
handler.subUIs.forEach { it.inputStrobed(e) }
}
}
open fun resize(width: Int, height: Int) {
this.width = width
this.height = height
}
// handler func aliases //
open fun setPosition(x: Int, y: Int) {
handler.setPosition(x, y)
}
fun setAsAlwaysVisible() {
handler.setAsAlwaysVisible()
show()
}
open fun setAsOpen() {
handler.setAsOpen()
show()
}
open fun setAsClose() {
handler.setAsClose()
hide()
}
open fun toggleOpening() {
// handler.toggleOpening()
if (handler.alwaysVisible && !handler.doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'toggle opening of' constant UI")
}
if (isVisible) {
if (!isClosing) {
setAsClose()
hide()
}
}
else {
if (!isOpening) {
setAsOpen()
show()
}
}
}
inline val isOpened: Boolean
get() = handler.isOpened
inline val isOpening: Boolean
get() = handler.isOpening
inline val isClosing: Boolean
get() = handler.isClosing
inline val isClosed: Boolean
get() = handler.isClosed
inline var opacity: Float
get() = handler.opacity
set(value) { handler.opacity = value }
inline var scale: Float
get() = handler.scale
set(value) { handler.scale = value }
inline val isTakingControl: Boolean
get() = handler.isTakingControl
inline var isVisible: Boolean
get() = handler.isVisible
set(value) { handler.isVisible = value }
// end of handler func aliases
init {
// if (uiItems.isEmpty()) println("UICanvas '${this.javaClass.name}' has no UIItem registered, just so you know...")
}
companion object {
const val OPENCLOSE_GENERIC = 0.0666f
fun doOpeningFade(ui: UICanvas, openCloseTime: Second) {
ui.handler.opacity = maxOf(0f, ui.handler.openCloseCounter - 0.02f) / openCloseTime // fade start 1/50 sec late, it's intended
}
fun doClosingFade(ui: UICanvas, openCloseTime: Second) {
ui.handler.opacity = (openCloseTime - ui.handler.openCloseCounter) / openCloseTime
}
fun endOpeningFade(ui: UICanvas) {
ui.handler.opacity = 1f
}
fun endClosingFade(ui: UICanvas) {
ui.handler.opacity = 0f
}
fun doOpeningPopOut(ui: UICanvas, openCloseTime: Second, position: Position) {
when (position) {
Position.LEFT -> ui.handler.posX = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
-ui.width.toFloat(),
0f
).roundToInt()
Position.TOP -> ui.handler.posY = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
-ui.height.toFloat(),
0f
).roundToInt()
Position.RIGHT -> ui.handler.posX = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
App.scr.wf,
App.scr.width - ui.width.toFloat()
).roundToInt()
Position.BOTTOM -> ui.handler.posY = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
App.scr.hf,
App.scr.height - ui.height.toFloat()
).roundToInt()
}
}
fun doClosingPopOut(ui: UICanvas, openCloseTime: Second, position: Position) {
when (position) {
Position.LEFT -> ui.handler.posX = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
0f,
-ui.width.toFloat()
).roundToInt()
Position.TOP -> ui.handler.posY = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
0f,
-ui.height.toFloat()
).roundToInt()
Position.RIGHT -> ui.handler.posX = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
App.scr.width - ui.width.toFloat(),
App.scr.wf
).roundToInt()
Position.BOTTOM -> ui.handler.posY = Movement.fastPullOut(
ui.handler.openCloseCounter / openCloseTime,
App.scr.height - ui.height.toFloat(),
App.scr.hf
).roundToInt()
}
}
fun endOpeningPopOut(ui: UICanvas, position: Position) {
when (position) {
Position.LEFT -> ui.handler.posX = 0
Position.TOP -> ui.handler.posY = 0
Position.RIGHT -> ui.handler.posX = App.scr.width - ui.width
Position.BOTTOM -> ui.handler.posY = App.scr.height - ui.height
}
}
fun endClosingPopOut(ui: UICanvas, position: Position) {
when (position) {
Position.LEFT -> ui.handler.posX = -ui.width
Position.TOP -> ui.handler.posY = -ui.height
Position.RIGHT -> ui.handler.posX = App.scr.width
Position.BOTTOM -> ui.handler.posY = App.scr.height
}
}
// TODO add blackboard take in/out (sinusoidal)
enum class Position {
LEFT, RIGHT, TOP, BOTTOM
}
}
override fun toString(): String = "${this.javaClass.simpleName}@${this.hashCode().toString(16)}"
}