Files
Terrarum/src/net/torvald/terrarum/ui/UIHandler.kt
2021-10-01 22:54:18 +09:00

467 lines
13 KiB
Kotlin

package net.torvald.terrarum.ui
import com.badlogic.gdx.Gdx
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.utils.Disposable
import net.torvald.terrarum.App
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.modulebasegame.TerrarumIngame
/**
* 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.
*
* The UI is *non-compositing* and thus has no underlying framebuffers, meaning that some of the effects (opacity, scaling)
* must be separately implemented onto the UICanvas (which may cause some artefacts when UI elements are overlapping and they are both semi-transparent)
*
* New UIs are NORMALLY HIDDEN; set it visible as you need!
*
* Created by minjaesong on 2015-12-31.
*/
class UIHandler(//var UI: UICanvas,
var toggleKeyLiteral: Int? = null,
var toggleButtonLiteral: Int? = null,
// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
var customPositioning: Boolean = false, // mainly used by vital meter
var doNotWarnConstant: Boolean = false,
internal var allowESCtoClose: Boolean = false,
var uiTogglerFunctionDefault: ((UIHandler) -> Unit)? = null
): Disposable {
companion object {
private val SHADER_PROG_FRAG = """
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform float opacity;
void main(void) {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
gl_FragColor = v_color * vec4(color.rgb, color.a * opacity);
}
""".trimIndent()
private val SHADER_PROG_VERT = """
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
""".trimIndent()
}
// X/Y Position relative to the game window.
var posX: Int = 0
var posY: Int = 0
var initialX = posX
var initialY = posY
var alwaysVisible = false; private set
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
}
}
/**
* being TRUE for only one frame when the UI is told to open
*/
var openFired = false
var closeFired = false
var opacity = 1f
/*set(value) {
field = value
opacityColour.a = value
}*/
var scale = 1f
//val opacityColour = Color(1f, 1f, 1f, opacity)
var openCloseCounter = 0f
private val shader = App.loadShaderInline(SHADER_PROG_VERT, SHADER_PROG_FRAG)
var uiToggleLocked = false; private set
init {
//UI.handler = this
}
private val toggleKey: Int?; get() = toggleKeyLiteral // to support in-screen keybind changing
private val toggleButton: Int?; get() = toggleButtonLiteral // to support in-screen keybind changing
val toggleKeyExtra: ArrayList<() -> Int> = arrayListOf()
/**
* Takes a function that works with UIHandler.
* For the function, try starting from the:
* ```
* if (it.isClosed)
* it.setAsOpen()
* else if (it.isOpened)
* setAsClose()
* ```
*/
val toggleKeyExtraAction: ArrayList<(UIHandler) -> Unit> = arrayListOf()
val subUIs = ArrayList<UICanvas>()
val mouseUp: Boolean
get() {
for (k in subUIs.indices) {
val ret2 = subUIs[k].mouseUp
if (ret2) return true
}
return false
}
fun addSubUI(ui: UICanvas) {
if (subUIs.contains(ui))
throw IllegalArgumentException(
"Exact copy of the UI already exists: The instance of $ui"
)
subUIs.add(ui)
}
fun removeSubUI(ui: UICanvas) {
subUIs.remove(ui)
}
fun lockToggle() {
uiToggleLocked = true
}
fun unlockToggle() {
uiToggleLocked = false
}
fun update(ui: UICanvas, delta: Float) {
// open/close UI by key pressed
// some UIs will pause the game, and they still need to be closed
if (!uiToggleLocked && (Terrarum.ingame?.consoleOpened == false && (Terrarum.ingame?.paused == false || isOpened))) {
if (toggleKey != null && Gdx.input.isKeyJustPressed(toggleKey!!)) {
if (uiTogglerFunctionDefault == null) {
if (isClosed)
setAsOpen()
else if (isOpened)
setAsClose()
}
else uiTogglerFunctionDefault!!.invoke(this)
// for the case of intermediate states, do nothing.
}
if (toggleButton != null && Gdx.input.isButtonJustPressed(toggleButton!!)) {
if (uiTogglerFunctionDefault == null) {
if (isClosed)
setAsOpen()
else if (isOpened)
setAsClose()
}
else uiTogglerFunctionDefault!!.invoke(this)
}
toggleKeyExtra.forEachIndexed { index, getKey ->
if (Gdx.input.isKeyJustPressed(getKey())) {
toggleKeyExtraAction[0].invoke(this)
}
}
// ESC is a master key for closing
if (allowESCtoClose && Gdx.input.isKeyJustPressed(Input.Keys.ESCAPE) && isOpened) {
setAsClose()
}
}
//if (openFired && openCloseCounter > 9) openFired = false
//if (closeFired && openCloseCounter > 9) closeFired = false
if (isVisible) {
ui.updateUI(delta)
}
if (isOpening) {
openFired = false
isVisible = true
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (open)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < ui.openCloseTime) {
ui.doOpening(delta)
// println("UIHandler.opening ${UI.javaClass.simpleName}")
}
else {
ui.doOpening(0f)
ui.endOpening(delta)
isOpening = false
isClosing = false
isOpened = true
openCloseCounter = 0f
}
}
else if (isClosing) {
closeFired = false
openCloseCounter += delta
// println("UI ${UI.javaClass.simpleName} (close)")
// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
if (openCloseCounter < ui.openCloseTime) {
ui.doClosing(delta)
// println("UIHandler.closing ${UI.javaClass.simpleName}")
}
else {
ui.doClosing(0f)
ui.endClosing(delta)
isClosing = false
isOpening = false
isOpened = false
isVisible = false
openCloseCounter = 0f
}
}
subUIs.forEach { it.update(delta) }
}
fun render(ui: UICanvas, batch: SpriteBatch, camera: Camera) {
if (isVisible) {
// camera SHOULD BE CENTERED to HALFX and HALFY (see StateInGame) //
//batch.projectionMatrix = Matrix4()
//
//if (!customPositioning)
// Terrarum.ingame?.camera?.position?.set(posX.toFloat(), posY.toFloat(), 0f) // does it work?
if (!customPositioning) {
setCameraPosition(batch, camera, posX.toFloat(), posY.toFloat())
}
batch.color = Color.WHITE
batch.shader = shader
shader.setUniformf("opacity", opacity)
ui.renderUI(batch, camera)
//ingameGraphics.flush()
batch.shader = null
batch.color = Color.WHITE
setCameraPosition(batch, camera, 0f, 0f)
}
subUIs.forEach {
it.render(batch, camera)
batch.color = Color.WHITE
}
}
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. The actual job is done when the handler is being updated.
*/
fun setAsOpen() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'open' constant UI")
}
if (!isOpened && !isOpening) {
isOpened = false
isOpening = true
isClosing = false
isVisible = true
openFired = true
}
}
/**
* Send CLOSE signal to the attached UI. The actual job is done when the handler is being updated.
*/
fun setAsClose() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'close' constant UI")
}
if ((isOpening || isOpened) && !isClosing && isVisible) {
isOpened = false
isClosing = true
isOpening = false
closeFired = true
}
}
val isClosed: Boolean
get() = !isOpened && !isClosing && !isOpening
fun toggleOpening() {
if (alwaysVisible && !doNotWarnConstant) {
throw RuntimeException("[UIHandler] Tried to 'toggle opening of' constant UI")
}
if (isVisible) {
if (!isClosing) {
setAsClose()
}
}
else {
if (!isOpening) {
setAsOpen()
}
}
}
// constant UI can't take control
val isTakingControl: Boolean
get() {
if (alwaysVisible) {
return false
}
return isVisible && !isOpening
}
fun setCameraPosition(batch: SpriteBatch, camera: Camera, newX: Float, newY: Float) {
TerrarumIngame.setCameraPosition(batch, camera, newX, newY)
}
fun touchDragged(uiItems: List<UIItem>, screenX: Int, screenY: Int, pointer: Int): Boolean {
if (isVisible) {
uiItems.forEach { it.touchDragged(screenX, screenY, pointer) }
subUIs.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
}
else {
return false
}
}
fun touchDown(uiItems: List<UIItem>, screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
uiItems.forEach { it.touchDown(screenX, screenY, pointer, button) }
subUIs.forEach { it.touchDown(screenX, screenY, pointer, button) }
return true
}
else {
return false
}
}
fun touchUp(uiItems: List<UIItem>, screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
if (isVisible) {
uiItems.forEach { it.touchUp(screenX, screenY, pointer, button) }
subUIs.forEach { it.touchUp(screenX, screenY, pointer, button) }
return true
}
else {
return false
}
}
fun scrolled(uiItems: List<UIItem>, amountX: Float, amountY: Float): Boolean {
if (isVisible) {
uiItems.forEach { it.scrolled(amountX, amountY) }
subUIs.forEach { it.scrolled(amountX, amountY) }
return true
}
else {
return false
}
}
fun keyDown(uiItems: List<UIItem>, keycode: Int): Boolean {
if (isVisible) {
uiItems.forEach { it.keyDown(keycode) }
subUIs.forEach { it.keyDown(keycode) }
return true
}
else {
return false
}
}
fun keyUp(uiItems: List<UIItem>, keycode: Int): Boolean {
if (isVisible) {
uiItems.forEach { it.keyUp(keycode) }
subUIs.forEach { it.keyUp(keycode) }
return true
}
else {
return false
}
}
fun keyTyped(uiItems: List<UIItem>, character: Char): Boolean {
if (isVisible) {
//uiItems.forEach { it.keyTyped(character) }
subUIs.forEach { it.keyTyped(character) }
return true
}
else {
return false
}
}
/** Don't dispose common assets, this function is called when the ingame does hide() */
override fun dispose() {
toggleKey?.let { KeyToggler.forceSet(it, false) }
toggleButton?.let { /* ButtonToggler.forceSet(it, false) */ }
shader.dispose()
}
}