Further separation of client-specific code
Still not done here, just gonna push a commit now so I can pull this from elsewhere.
This commit is contained in:
@@ -0,0 +1,203 @@
|
||||
using System.Linq;
|
||||
using Lidgren.Network;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
using Barotrauma.Networking;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Barotrauma.Items.Components;
|
||||
|
||||
namespace Barotrauma
|
||||
{
|
||||
partial class InventorySlot
|
||||
{
|
||||
public GUIComponent.ComponentState State;
|
||||
|
||||
public bool IsHighlighted
|
||||
{
|
||||
get
|
||||
{
|
||||
return State == GUIComponent.ComponentState.Hover;
|
||||
}
|
||||
}
|
||||
|
||||
public Color Color;
|
||||
|
||||
public Color BorderHighlightColor;
|
||||
private CoroutineHandle BorderHighlightCoroutine;
|
||||
|
||||
public void ShowBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
|
||||
{
|
||||
if (BorderHighlightCoroutine != null)
|
||||
{
|
||||
BorderHighlightCoroutine = null;
|
||||
}
|
||||
|
||||
BorderHighlightCoroutine = CoroutineManager.StartCoroutine(UpdateBorderHighlight(color, fadeInDuration, fadeOutDuration));
|
||||
}
|
||||
|
||||
private IEnumerable<object> UpdateBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration)
|
||||
{
|
||||
float t = 0.0f;
|
||||
while (t < fadeInDuration + fadeOutDuration)
|
||||
{
|
||||
BorderHighlightColor = (t < fadeInDuration) ?
|
||||
Color.Lerp(Color.Transparent, color, t / fadeInDuration) :
|
||||
Color.Lerp(color, Color.Transparent, (t - fadeInDuration) / fadeOutDuration);
|
||||
|
||||
t += CoroutineManager.DeltaTime;
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
|
||||
yield return CoroutineStatus.Success;
|
||||
}
|
||||
}
|
||||
|
||||
partial class Inventory
|
||||
{
|
||||
public virtual void Draw(SpriteBatch spriteBatch, bool subInventory = false)
|
||||
{
|
||||
if (slots == null || isSubInventory != subInventory) return;
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].Disabled) continue;
|
||||
|
||||
//don't draw the item if it's being dragged out of the slot
|
||||
bool drawItem = draggingItem == null || draggingItem != Items[i] || slots[i].IsHighlighted;
|
||||
|
||||
DrawSlot(spriteBatch, slots[i], Items[i], drawItem);
|
||||
}
|
||||
|
||||
if (draggingItem != null &&
|
||||
(draggingSlot == null || (!draggingSlot.Rect.Contains(PlayerInput.MousePosition) && draggingItem.ParentInventory == this)))
|
||||
{
|
||||
Rectangle dragRect = new Rectangle(
|
||||
(int)PlayerInput.MousePosition.X - 10,
|
||||
(int)PlayerInput.MousePosition.Y - 10,
|
||||
40, 40);
|
||||
|
||||
DrawSlot(spriteBatch, new InventorySlot(dragRect), draggingItem);
|
||||
}
|
||||
|
||||
for (int i = 0; i < capacity; i++)
|
||||
{
|
||||
if (slots[i].IsHighlighted && !slots[i].Disabled && Items[i] != null)
|
||||
{
|
||||
string toolTip = "";
|
||||
if (GameMain.DebugDraw)
|
||||
{
|
||||
toolTip = Items[i].ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
toolTip = string.IsNullOrEmpty(Items[i].Description) ?
|
||||
Items[i].Name :
|
||||
Items[i].Name + '\n' + Items[i].Description;
|
||||
}
|
||||
|
||||
DrawToolTip(spriteBatch, toolTip, slots[i].Rect);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void DrawToolTip(SpriteBatch spriteBatch, string toolTip, Rectangle highlightedSlot)
|
||||
{
|
||||
int maxWidth = 300;
|
||||
|
||||
toolTip = ToolBox.WrapText(toolTip, maxWidth, GUI.Font);
|
||||
|
||||
Vector2 textSize = GUI.Font.MeasureString(toolTip);
|
||||
Vector2 rectSize = textSize * 1.2f;
|
||||
|
||||
Vector2 pos = new Vector2(highlightedSlot.Right, highlightedSlot.Y - rectSize.Y);
|
||||
pos.X = (int)(pos.X + 3);
|
||||
pos.Y = (int)pos.Y;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, pos, rectSize, Color.Black * 0.8f, true);
|
||||
GUI.Font.DrawString(spriteBatch, toolTip,
|
||||
new Vector2((int)(pos.X + rectSize.X * 0.5f), (int)(pos.Y + rectSize.Y * 0.5f)),
|
||||
Color.White, 0.0f,
|
||||
new Vector2((int)(textSize.X * 0.5f), (int)(textSize.Y * 0.5f)),
|
||||
1.0f, SpriteEffects.None, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
|
||||
{
|
||||
var item = Items[slotIndex];
|
||||
if (item == null) return;
|
||||
|
||||
var container = item.GetComponent<ItemContainer>();
|
||||
if (container == null) return;
|
||||
|
||||
if (container.Inventory.slots == null || !container.Inventory.isSubInventory) return;
|
||||
|
||||
int itemCapacity = container.Capacity;
|
||||
|
||||
#if DEBUG
|
||||
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < Items.Length);
|
||||
#else
|
||||
if (slotIndex < 0 || slotIndex >= Items.Length) return;
|
||||
#endif
|
||||
|
||||
var slot = slots[slotIndex];
|
||||
Rectangle containerRect = new Rectangle(slot.Rect.X - 5, slot.Rect.Y - (40 + 10) * itemCapacity - 5,
|
||||
slot.Rect.Width + 10, slot.Rect.Height + (40 + 10) * itemCapacity + 10);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(containerRect.X, containerRect.Y, containerRect.Width, containerRect.Height - slot.Rect.Height - 5), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch, containerRect, Color.White);
|
||||
|
||||
container.Inventory.Draw(spriteBatch, true);
|
||||
|
||||
if (!containerRect.Contains(PlayerInput.MousePosition))
|
||||
{
|
||||
if (draggingItem == null || draggingItem.Container != item) selectedSlot = -1;
|
||||
}
|
||||
}
|
||||
|
||||
protected void DrawSlot(SpriteBatch spriteBatch, InventorySlot slot, Item item, bool drawItem = true)
|
||||
{
|
||||
Rectangle rect = slot.Rect;
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), true);
|
||||
|
||||
if (item != null && drawItem)
|
||||
{
|
||||
if (item.Condition < 100.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Bottom - 8, rect.Width, 8), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Bottom - 8, (int)(rect.Width * item.Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, item.Condition / 100.0f) * 0.8f, true);
|
||||
}
|
||||
|
||||
var containedItems = item.ContainedItems;
|
||||
if (containedItems != null && containedItems.Length == 1 && containedItems[0].Condition < 100.0f)
|
||||
{
|
||||
GUI.DrawRectangle(spriteBatch, new Rectangle(rect.X, rect.Y, rect.Width, 8), Color.Black * 0.8f, true);
|
||||
GUI.DrawRectangle(spriteBatch,
|
||||
new Rectangle(rect.X, rect.Y, (int)(rect.Width * containedItems[0].Condition / 100.0f), 8),
|
||||
Color.Lerp(Color.Red, Color.Green, containedItems[0].Condition / 100.0f) * 0.8f, true);
|
||||
}
|
||||
}
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, rect, (slot.IsHighlighted ? Color.Red * 0.4f : slot.Color), false);
|
||||
|
||||
if (slot.BorderHighlightColor != Color.Transparent)
|
||||
{
|
||||
Rectangle highlightRect = slot.Rect;
|
||||
highlightRect.Inflate(3, 3);
|
||||
|
||||
GUI.DrawRectangle(spriteBatch, highlightRect, slot.BorderHighlightColor, false, 0, 5);
|
||||
}
|
||||
|
||||
if (item == null || !drawItem) return;
|
||||
|
||||
item.Sprite.Draw(spriteBatch, new Vector2(rect.X + rect.Width / 2, rect.Y + rect.Height / 2), item.Color);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user