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

160 lines
6.1 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.INVEN_DEBUG_MODE
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellBase
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes
import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryCellCommonRes.toItemCountText
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.ui.Toolkit.DEFAULT_BOX_BORDER_COL
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UIItemTextButton
/***
* Note that the UI will not render if either item or itemImage is null.
*
* Created by minjaesong on 2017-03-16.
*/
class UIItemInventoryElemWide(
parentUI: UICanvas,
initialX: Int,
initialY: Int,
override val width: Int,
override var item: GameItem?,
override var amount: Int,
override 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,
override var quickslot: Int? = null,
override var equippedSlot: Int? = null,
val drawBackOnNull: Boolean = true,
keyDownFun: (GameItem?, Int, Int) -> Unit,
touchDownFun: (GameItem?, Int, Int) -> Unit
) : UIItemInventoryCellBase(parentUI, initialX, initialY, item, amount, itemImage, quickslot, equippedSlot, keyDownFun, touchDownFun) {
companion object {
val height = 48
val UNIQUE_ITEM_HAS_NO_AMOUNT = -1
internal val durabilityBarThickness = 3f
}
override val height = UIItemInventoryElemWide.height
private val imgOffsetY: Float
get() = (this.height - itemImage!!.regionHeight).div(2).toFloat() // to snap to the pixel grid
private val imgOffsetX: Float
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)
private val textOffsetX = 50f
private val textOffsetY = 8f
private val durabilityBarOffY = 35f
override fun update(delta: Float) {
if (item != null) {
}
}
private val fwsp = 0x3000.toChar()
override fun render(batch: SpriteBatch, camera: Camera) {
// mouseover background
if (item != null || drawBackOnNull) {
// do not highlight even if drawBackOnNull is true
if (mouseUp && item != null) {
BlendMode.resolve(mouseoverBackBlendMode, batch)
batch.color = mouseoverBackCol
}
// if drawBackOnNull, just draw background
else {
BlendMode.resolve(backBlendMode, batch)
batch.color = backCol
}
Toolkit.fillArea(batch, posX, posY, width, height)
}
batch.color = DEFAULT_BOX_BORDER_COL
//blendNormal(batch)
Toolkit.drawBoxBorder(batch, posX, posY, width, height)
if (item != null && itemImage != null) {
val amountString = amount.toItemCountText()
blendNormal(batch)
// item image
batch.color = Color.WHITE
batch.draw(itemImage, posX + imgOffsetX, posY + imgOffsetY)
// if mouse is over, text lights up
// this one-liner sets color
batch.color = item!!.nameColour mul if (mouseUp) mouseOverTextCol else inactiveTextCol
// draw name of the item
if (INVEN_DEBUG_MODE) {
App.fontGame.draw(batch,
// print static id, dynamic id, and count
"${item!!.originalID}/${item!!.dynamicID}" + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""),
posX + textOffsetX,
posY + textOffsetY
)
}
else {
App.fontGame.draw(batch,
// print name and amount in parens
item!!.name + (if (amount > 0 && item!!.stackable) "$fwsp($amountString)" else if (amount != 1) "$fwsp!!$amountString!!" else ""),
posX + textOffsetX,
posY + textOffsetY
)
}
// durability metre
val barFullLen = (width - 8f) - textOffsetX
val barOffset = posX + textOffsetX
val percentage = if (item!!.maxDurability < 0.00001f) 0f else item!!.durability / item!!.maxDurability
val durabilityCol = UIItemInventoryCellCommonRes.getHealthMeterColour(percentage, 0f, 1f)
val durabilityBack = durabilityCol mul UIItemInventoryCellCommonRes.meterBackDarkening
if (item!!.maxDurability > 0.0) {
batch.color = durabilityBack
batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen, durabilityBarThickness, false)
batch.color = durabilityCol
batch.drawStraightLine(barOffset, posY + durabilityBarOffY, barOffset + barFullLen * percentage, durabilityBarThickness, false)
}
// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
batch.color = Color.WHITE
if (quickslot != null) {
val label = quickslot!!.plus(0xE010).toChar()
val labelW = App.fontGame.getWidth("$label")
App.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY)
}
}
// see IFs above?
batch.color = Color.WHITE
}
override fun dispose() {
}
}