mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
161 lines
6.7 KiB
Kotlin
161 lines
6.7 KiB
Kotlin
package net.torvald.terrarum
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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.OrthographicCamera
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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.gameitems.GameItem
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import net.torvald.terrarum.modulebasegame.ui.InventoryCellColourTheme
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UICanvas
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import kotlin.math.roundToInt
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/***
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* Note that the UI will not render if either item or itemImage is null.
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*
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* Created by minjaesong on 2017-03-16.
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*/
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class UIItemInventoryElemWide(
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parentUI: UICanvas,
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initialX: Int,
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initialY: Int,
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override val width: Int,
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override var item: GameItem?,
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override var amount: Long,
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override var itemImage: TextureRegion?,
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override var quickslot: Int? = null,
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override var equippedSlot: Int? = null,
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val drawBackOnNull: Boolean = true,
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keyDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Keycode, extra info, self
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touchDownFun: (GameItem?, Long, Int, Any?, UIItemInventoryCellBase) -> Unit, // Item, Amount, Button, extra info, self
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extraInfo: Any? = null,
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highlightEquippedItem: Boolean = true, // for some UIs that only cares about getting equipped slot number but not highlighting
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colourTheme: InventoryCellColourTheme = UIItemInventoryCellCommonRes.defaultInventoryCellTheme
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) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun, extraInfo, highlightEquippedItem, colourTheme) {
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companion object {
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val height = 48
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val UNIQUE_ITEM_HAS_NO_AMOUNT = -1L
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val durabilityBarThickness = 3
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}
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override val height = UIItemInventoryElemWide.height
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private val imgOffsetY: Float
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get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
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private val imgOffsetX: Float
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get() = (this.height - itemImage!!.regionWidth).div(2).toFloat() // NOTE we're using this.height to get horizontal value; this is absofreakinlutely intentional (otherwise images would draw center of this wide cell which is not something we want)
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private val textOffsetX = 50f
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private val textOffsetY = 8f
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private val durabilityBarOffY = 35
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override fun update(delta: Float) {
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if (item != null) {
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}
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}
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private var highlightToMainCol = false
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private var highlightToSubCol = false
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var cellHighlightMainCol = Toolkit.Theme.COL_SELECTED
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var cellHighlightSubCol = Toolkit.Theme.COL_LIST_DEFAULT
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var cellHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP
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var cellHighlightNormalCol = Toolkit.Theme.COL_INVENTORY_CELL_BORDER
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var textHighlightMainCol = Toolkit.Theme.COL_SELECTED
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var textHighlightSubCol = Color.WHITE
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var textHighlightMouseUpCol = Toolkit.Theme.COL_MOUSE_UP
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var textHighlightNormalCol = Color.WHITE
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override fun render(batch: SpriteBatch, camera: OrthographicCamera) {
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blendNormalStraightAlpha(batch)
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highlightToMainCol = customHighlightRuleMain?.invoke(this) ?: (equippedSlot != null && highlightEquippedItem) || forceHighlighted
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highlightToSubCol = customHighlightRule2?.invoke(this) ?: false
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// cell background
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if (item != null || drawBackOnNull) {
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batch.color = colourTheme.cellBackgroundCol
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Toolkit.fillArea(batch, posX, posY, width, height)
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}
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// cell border
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batch.color = if (highlightToMainCol) colourTheme.cellHighlightMainCol
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else if (highlightToSubCol) colourTheme.cellHighlightSubCol
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else if (mouseUp && item != null) colourTheme.cellHighlightMouseUpCol
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else colourTheme.cellHighlightNormalCol
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Toolkit.drawBoxBorder(batch, posX, posY, width, height)
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if (item != null && itemImage != null) {
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val amountString = amount.toItemCountText()
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blendNormalStraightAlpha(batch)
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// item image
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batch.color = Color.WHITE
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batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY)
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// if mouse is over, text lights up
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// highlight item name and count (blocks/walls) if the item is equipped
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batch.color = item!!.nameColour mul (
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if (highlightToMainCol) colourTheme.textHighlightMainCol
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else if (highlightToSubCol) colourTheme.textHighlightSubCol
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else if (mouseUp && item != null) colourTheme.textHighlightMouseUpCol
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else colourTheme.textHighlightNormalCol)
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// draw name of the item
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App.fontGame.draw(batch,
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// print name and amount in parens
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item!!.name + (if (amount > 0 && item!!.stackable) "\u3000($amountString)" else if (amount != 1L) "\u3000!!$amountString!!" else ""),
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posX + textOffsetX,
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posY + textOffsetY
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)
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// durability metre
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val barFullLen = (width - 8) - textOffsetX.toInt()
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val barOffset = posX + textOffsetX.toInt()
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val percentage = if (item!!.maxDurability < 0.00001f) 0f else item!!.durability / item!!.maxDurability
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val durabilityCol = UIItemInventoryCellCommonRes.getHealthMeterColour(percentage, 0f, 1f)
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val durabilityBack = durabilityCol mul UIItemInventoryCellCommonRes.meterBackDarkening
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if (item!!.maxDurability > 0.0) {
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batch.color = durabilityBack
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Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false)
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batch.color = durabilityCol
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Toolkit.drawStraightLine(batch, barOffset, posY + durabilityBarOffY, barOffset + (barFullLen * percentage).roundToInt(), durabilityBarThickness, false)
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}
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// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
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batch.color = Color.WHITE
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if (quickslot != null) {
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val label = quickslot!!.plus(0xE010).toChar()
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val labelW = App.fontGame.getWidth("$label")
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App.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW.toFloat(), posY + textOffsetY)
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}
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}
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// see IFs above?
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batch.color = Color.WHITE
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}
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override fun dispose() {
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}
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}
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