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

84 lines
2.3 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.ui.UICanvas
/**
* Created by minjaesong on 2021-09-09.
*/
class UIFakeGradOverlay : UICanvas() {
override var width: Int
get() = App.scr.width
set(value) {}
override var height: Int
get() = App.scr.height
set(value) {}
override var openCloseTime: Second = 0f
private val tex = CommonResourcePool.getAsTexture("title_halfgrad")
init {
setAsAlwaysVisible()
}
override fun updateUI(delta: Float) {}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
blendMul(batch)
batch.draw(tex, 0f, 0f, App.scr.halfwf * 1.5f, App.scr.hf)
blendNormal(batch)
}
override fun doOpening(delta: Float) {}
override fun doClosing(delta: Float) {}
override fun endOpening(delta: Float) {}
override fun endClosing(delta: Float) {}
override fun dispose() {}
}
class UIFakeBlurOverlay(val blurRadius: Float, val nodarken: Boolean) : UICanvas() {
override var width: Int
get() = App.scr.width
set(value) {}
override var height: Int
get() = App.scr.height
set(value) {}
override var openCloseTime: Second = 0f
private val shaderBlur = App.loadShaderFromFile("assets/blur.vert", "assets/blur.frag")
private val darken = Color(0.5f, 0.5f, 0.5f, 1f)
override fun updateUI(delta: Float) {}
override fun renderUI(batch: SpriteBatch, camera: Camera) {
if (App.getConfigBoolean("fx_backgroundblur")) {
Toolkit.blurEntireScreen(batch, camera as OrthographicCamera, blurRadius, 0, 0, width, height)
}
if (!nodarken) {
blendMul(batch)
batch.color = darken
batch.fillRect(0f, 0f, width.toFloat(), height.toFloat())
blendNormal(batch)
}
}
override fun doOpening(delta: Float) {}
override fun doClosing(delta: Float) {}
override fun endOpening(delta: Float) {}
override fun endClosing(delta: Float) {}
override fun dispose() {
shaderBlur.dispose()
}
}