Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/Source/Items/Inventory.cs
juanjp600 4d225c65f2 Updated to MonoGame 3.6 + Directory refactor
- Barotrauma's projects are in the Barotrauma directory
- All libraries are in the Libraries directory
- MonoGame is now managed by NuGet, rather than referenced from the installed files (TODO: consider using PCL for easier cross-platform development?)
- NuGet libraries are not included in the repo, as getting the latest versions automatically should be preferred
- Removed Content/effects.mgfx as it didn't seem to be used anywhere
- Removed some references to Subsurface directory
- Renamed Launcher2 to Launcher
2017-06-27 09:52:57 -03:00

204 lines
7.7 KiB
C#

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);
}
}
}