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 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(); 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); } } }