Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/Items/Inventory.cs
2023-01-31 18:08:26 +02:00

1907 lines
88 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
class VisualSlot
{
public Rectangle Rect;
public Rectangle InteractRect;
public bool Disabled;
public GUIComponent.ComponentState State;
public Vector2 DrawOffset;
public Color Color;
public Color HighlightColor;
public float HighlightScaleUpAmount;
private CoroutineHandle highlightCoroutine;
public float HighlightTimer;
public Sprite SlotSprite;
public int InventoryKeyIndex = -1;
public int SubInventoryDir = -1;
public bool IsHighlighted
{
get
{
return State == GUIComponent.ComponentState.Hover;
}
}
public float QuickUseTimer;
public LocalizedString QuickUseButtonToolTip;
public bool IsMoving = false;
private static Rectangle offScreenRect = new Rectangle(new Point(-1000, 0), Point.Zero);
public GUIComponent.ComponentState EquipButtonState;
public Rectangle EquipButtonRect
{
get
{
// Returns a point off-screen, Rectangle.Empty places buttons in the top left of the screen
if (IsMoving) return offScreenRect;
int buttonDir = Math.Sign(SubInventoryDir);
float sizeY = Inventory.UnequippedIndicator.size.Y * Inventory.UIScale * Inventory.IndicatorScaleAdjustment;
Vector2 equipIndicatorPos = new Vector2(Rect.Left, Rect.Center.Y + (Rect.Height / 2 + 15 * Inventory.UIScale) * buttonDir - sizeY / 2f);
equipIndicatorPos += DrawOffset;
return new Rectangle((int)equipIndicatorPos.X, (int)equipIndicatorPos.Y, (int)Rect.Width, (int)sizeY);
}
}
public VisualSlot(Rectangle rect)
{
Rect = rect;
InteractRect = rect;
InteractRect.Inflate(5, 5);
State = GUIComponent.ComponentState.None;
Color = Color.White * 0.4f;
}
public bool MouseOn()
{
Rectangle rect = InteractRect;
rect.Location += DrawOffset.ToPoint();
return rect.Contains(PlayerInput.MousePosition);
}
public void ShowBorderHighlight(Color color, float fadeInDuration, float fadeOutDuration, float scaleUpAmount = 0.5f)
{
if (highlightCoroutine != null)
{
CoroutineManager.StopCoroutines(highlightCoroutine);
highlightCoroutine = null;
}
HighlightScaleUpAmount = scaleUpAmount;
currentHighlightState = 0.0f;
this.fadeInDuration = fadeInDuration;
this.fadeOutDuration = fadeOutDuration;
currentHighlightColor = color;
HighlightTimer = 1.0f;
highlightCoroutine = CoroutineManager.StartCoroutine(UpdateBorderHighlight());
}
private float currentHighlightState, fadeInDuration, fadeOutDuration;
private Color currentHighlightColor;
private IEnumerable<CoroutineStatus> UpdateBorderHighlight()
{
HighlightTimer = 1.0f;
while (currentHighlightState < fadeInDuration + fadeOutDuration)
{
HighlightColor = (currentHighlightState < fadeInDuration) ?
Color.Lerp(Color.Transparent, currentHighlightColor, currentHighlightState / fadeInDuration) :
Color.Lerp(currentHighlightColor, Color.Transparent, (currentHighlightState - fadeInDuration) / fadeOutDuration);
currentHighlightState += CoroutineManager.DeltaTime;
HighlightTimer = 1.0f - currentHighlightState / (fadeInDuration + fadeOutDuration);
yield return CoroutineStatus.Running;
}
HighlightTimer = 0.0f;
HighlightColor = Color.Transparent;
yield return CoroutineStatus.Success;
}
/// <summary>
/// Moves the current border highlight animation (if one is running) to the new slot
/// </summary>
public void MoveBorderHighlight(VisualSlot newSlot)
{
if (highlightCoroutine == null) { return; }
CoroutineManager.StopCoroutines(highlightCoroutine);
highlightCoroutine = null;
newSlot.HighlightScaleUpAmount = HighlightScaleUpAmount;
newSlot.currentHighlightState = currentHighlightState;
newSlot.fadeInDuration = fadeInDuration;
newSlot.fadeOutDuration = fadeOutDuration;
newSlot.currentHighlightColor = currentHighlightColor;
newSlot.highlightCoroutine = CoroutineManager.StartCoroutine(newSlot.UpdateBorderHighlight());
}
}
partial class Inventory
{
public static float UIScale
{
get { return (GameMain.GraphicsWidth / 1920.0f + GameMain.GraphicsHeight / 1080.0f) / 2.5f * GameSettings.CurrentConfig.Graphics.InventoryScale; }
}
public static int ContainedIndicatorHeight
{
get { return (int)(15 * UIScale); }
}
protected float prevUIScale = UIScale;
protected float prevHUDScale = GUI.Scale;
protected Point prevScreenResolution;
protected static Sprite slotHotkeySprite;
private static Sprite slotSpriteSmall;
public static Sprite SlotSpriteSmall
{
get
{
if (slotSpriteSmall == null)
{
//TODO: define this in xml
slotSpriteSmall = new Sprite("Content/UI/InventoryUIAtlas.png", new Rectangle(10, 6, 119, 120), null, 0);
// Adjustment to match the old size of 75,71
SlotSpriteSmall.size = new Vector2(SlotSpriteSmall.SourceRect.Width * 0.575f, SlotSpriteSmall.SourceRect.Height * 0.575f);
}
return slotSpriteSmall;
}
}
public static Sprite DraggableIndicator;
public static Sprite UnequippedIndicator, UnequippedHoverIndicator, UnequippedClickedIndicator, EquippedIndicator, EquippedHoverIndicator, EquippedClickedIndicator;
public static float IndicatorScaleAdjustment
{
get
{
return !GUI.IsFourByThree() ? 0.8f : 0.7f;
}
}
public static Inventory DraggingInventory;
public Inventory ReplacedBy;
public Rectangle BackgroundFrame { get; protected set; }
private List<ushort>[] receivedItemIDs;
private CoroutineHandle syncItemsCoroutine;
public float HideTimer;
private bool isSubInventory;
private const float movableFrameRectHeight = 40f;
private Color movableFrameRectColor = new Color(60, 60, 60);
private Rectangle movableFrameRect;
private Point savedPosition, originalPos;
private bool canMove = false;
private bool positionUpdateQueued = false;
private Vector2 draggableIndicatorOffset;
private float draggableIndicatorScale;
public class SlotReference
{
public readonly Inventory ParentInventory;
public readonly int SlotIndex;
public VisualSlot Slot;
public Inventory Inventory;
public readonly Item Item;
public readonly bool IsSubSlot;
public RichString Tooltip { get; private set; }
public int tooltipDisplayedCondition;
public bool ForceTooltipRefresh;
public SlotReference(Inventory parentInventory, VisualSlot slot, int slotIndex, bool isSubSlot, Inventory subInventory = null)
{
ParentInventory = parentInventory;
Slot = slot;
SlotIndex = slotIndex;
Inventory = subInventory;
IsSubSlot = isSubSlot;
Item = ParentInventory.GetItemAt(slotIndex);
RefreshTooltip();
}
public bool TooltipNeedsRefresh()
{
if (ForceTooltipRefresh) { return true; }
if (Item == null) { return false; }
return (int)Item.ConditionPercentage != tooltipDisplayedCondition;
}
public void RefreshTooltip()
{
ForceTooltipRefresh = false;
if (Item == null) { return; }
IEnumerable<Item> itemsInSlot = null;
if (ParentInventory != null && Item != null)
{
itemsInSlot = ParentInventory.GetItemsAt(SlotIndex);
}
Tooltip = GetTooltip(Item, itemsInSlot);
tooltipDisplayedCondition = (int)Item.ConditionPercentage;
}
private RichString GetTooltip(Item item, IEnumerable<Item> itemsInSlot)
{
if (item == null) { return null; }
LocalizedString toolTip = "";
if (GameMain.DebugDraw)
{
toolTip = item.ToString();
}
else
{
LocalizedString description = item.Description;
if (item.HasTag("identitycard") || item.HasTag("despawncontainer"))
{
string[] readTags = item.Tags.Split(',');
string idName = null;
string idJob = null;
foreach (string tag in readTags)
{
string[] s = tag.Split(':');
switch (s[0])
{
case "name":
idName = s[1];
break;
case "job":
case "jobid":
idJob = s[1];
break;
}
}
if (idName != null)
{
if (idJob == null)
{
description = TextManager.GetWithVariable("IDCardName", "[name]", idName);
}
else
{
description = TextManager.GetWithVariables("IDCardNameJob",
("[name]", idName, FormatCapitals.No),
("[job]", TextManager.Get("jobname." + idJob).Fallback(idJob), FormatCapitals.Yes));
}
if (!string.IsNullOrEmpty(item.Description))
{
description = description + " " + item.Description;
}
}
}
LocalizedString name = item.Name;
foreach (ItemComponent component in item.Components)
{
component.AddTooltipInfo(ref name, ref description);
}
if (item.Prefab.ShowContentsInTooltip && item.OwnInventory != null)
{
foreach (string itemName in item.OwnInventory.AllItems.Select(it => it.Name).Distinct())
{
int itemCount = item.OwnInventory.AllItems.Count(it => it != null && it.Name == itemName);
description += itemCount == 1 ?
"\n " + itemName :
"\n " + itemName + " x" + itemCount;
}
}
string colorStr = (item.SpawnedInCurrentOutpost && !item.AllowStealing ? GUIStyle.Red : Color.White).ToStringHex();
toolTip = $"‖color:{colorStr}‖{name}‖color:end‖";
if (item.GetComponent<Quality>() != null)
{
toolTip += "\n" + TextManager.GetWithVariable("itemname.quality" + item.Quality, "[itemname]", "")
.Fallback(TextManager.GetWithVariable("itemname.quality3", "[itemname]", ""))
.TrimStart();
}
if (itemsInSlot.All(it => it.NonInteractable || it.NonPlayerTeamInteractable))
{
toolTip += " " + TextManager.Get("connectionlocked");
}
if (!item.IsFullCondition && !item.Prefab.HideConditionInTooltip)
{
string conditionColorStr = XMLExtensions.ColorToString(ToolBox.GradientLerp(item.Condition / item.MaxCondition, GUIStyle.ColorInventoryEmpty, GUIStyle.ColorInventoryHalf, GUIStyle.ColorInventoryFull));
toolTip += $"‖color:{conditionColorStr}‖ ({(int)item.ConditionPercentage} %)‖color:end‖";
}
if (!description.IsNullOrEmpty()) { toolTip += '\n' + description; }
if (item.Prefab.ContentPackage != GameMain.VanillaContent && item.Prefab.ContentPackage != null)
{
colorStr = XMLExtensions.ColorToString(Color.MediumPurple);
toolTip += $"\n‖color:{colorStr}‖{item.Prefab.ContentPackage.Name}‖color:end‖";
}
}
if (itemsInSlot.Count() > 1)
{
string colorStr = XMLExtensions.ColorToString(GUIStyle.Blue);
toolTip += $"\n‖color:{colorStr}‖[{GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.TakeOneFromInventorySlot)}] {TextManager.Get("inputtype.takeonefrominventoryslot")}‖color:end‖";
colorStr = XMLExtensions.ColorToString(GUIStyle.Blue);
toolTip += $"\n‖color:{colorStr}‖[{GameSettings.CurrentConfig.KeyMap.KeyBindText(InputType.TakeHalfFromInventorySlot)}] {TextManager.Get("inputtype.takehalffrominventoryslot")}‖color:end‖";
}
return RichString.Rich(toolTip);
}
}
public static VisualSlot DraggingSlot;
public static readonly List<Item> DraggingItems = new List<Item>();
public static bool DraggingItemToWorld
{
get
{
return Character.Controlled != null &&
!Character.Controlled.HasSelectedAnyItem &&
CharacterHealth.OpenHealthWindow == null &&
DraggingItems.Any();
}
}
public static readonly List<Item> doubleClickedItems = new List<Item>();
protected Vector4 padding;
private int slotsPerRow;
public int SlotsPerRow
{
set { slotsPerRow = Math.Max(1, value); }
}
protected static HashSet<SlotReference> highlightedSubInventorySlots = new HashSet<SlotReference>();
private static readonly List<SlotReference> subInventorySlotsToDraw = new List<SlotReference>();
protected static SlotReference selectedSlot;
public VisualSlot[] visualSlots;
private Rectangle prevRect;
/// <summary>
/// If set, the inventory is automatically positioned inside the rect
/// </summary>
public RectTransform RectTransform;
public static SlotReference SelectedSlot
{
get
{
if (selectedSlot?.ParentInventory?.Owner == null || selectedSlot.ParentInventory.Owner.Removed)
{
return null;
}
return selectedSlot;
}
}
public Inventory GetReplacementOrThiS()
{
return ReplacedBy?.GetReplacementOrThiS() ?? this;
}
public virtual void CreateSlots()
{
visualSlots = new VisualSlot[capacity];
int rows = (int)Math.Ceiling((double)capacity / slotsPerRow);
int columns = Math.Min(slotsPerRow, capacity);
Vector2 spacing = new Vector2(5.0f * UIScale);
spacing.Y += (this is CharacterInventory) ? UnequippedIndicator.size.Y * UIScale : ContainedIndicatorHeight;
Vector2 rectSize = new Vector2(60.0f * UIScale);
padding = new Vector4(spacing.X, spacing.Y, spacing.X, spacing.X);
Vector2 slotAreaSize = new Vector2(
columns * rectSize.X + (columns - 1) * spacing.X,
rows * rectSize.Y + (rows - 1) * spacing.Y);
slotAreaSize.X += padding.X + padding.Z;
slotAreaSize.Y += padding.Y + padding.W;
Vector2 topLeft = new Vector2(
GameMain.GraphicsWidth / 2 - slotAreaSize.X / 2,
GameMain.GraphicsHeight / 2 - slotAreaSize.Y / 2);
if (RectTransform != null)
{
Vector2 scale = new Vector2(
RectTransform.Rect.Width / slotAreaSize.X,
RectTransform.Rect.Height / slotAreaSize.Y);
spacing *= scale;
rectSize *= scale;
padding.X *= scale.X; padding.Z *= scale.X;
padding.Y *= scale.Y; padding.W *= scale.Y;
topLeft = RectTransform.TopLeft.ToVector2() + new Vector2(padding.X, padding.Y);
prevRect = RectTransform.Rect;
}
Rectangle slotRect = new Rectangle((int)topLeft.X, (int)topLeft.Y, (int)rectSize.X, (int)rectSize.Y);
for (int i = 0; i < capacity; i++)
{
slotRect.X = (int)(topLeft.X + (rectSize.X + spacing.X) * (i % slotsPerRow));
slotRect.Y = (int)(topLeft.Y + (rectSize.Y + spacing.Y) * ((int)Math.Floor((double)i / slotsPerRow)));
visualSlots[i] = new VisualSlot(slotRect);
visualSlots[i].InteractRect = new Rectangle(
(int)(visualSlots[i].Rect.X - spacing.X / 2 - 1), (int)(visualSlots[i].Rect.Y - spacing.Y / 2 - 1),
(int)(visualSlots[i].Rect.Width + spacing.X + 2), (int)(visualSlots[i].Rect.Height + spacing.Y + 2));
if (visualSlots[i].Rect.Width > visualSlots[i].Rect.Height)
{
visualSlots[i].Rect.Inflate((visualSlots[i].Rect.Height - visualSlots[i].Rect.Width) / 2, 0);
}
else
{
visualSlots[i].Rect.Inflate(0, (visualSlots[i].Rect.Width - visualSlots[i].Rect.Height) / 2);
}
}
if (selectedSlot != null && selectedSlot.ParentInventory == this)
{
selectedSlot = new SlotReference(this, visualSlots[selectedSlot.SlotIndex], selectedSlot.SlotIndex, selectedSlot.IsSubSlot, selectedSlot.Inventory);
}
CalculateBackgroundFrame();
}
protected virtual void CalculateBackgroundFrame()
{
}
public bool Movable()
{
return movableFrameRect.Size != Point.Zero;
}
public bool IsInventoryHoverAvailable(Character owner, ItemContainer container)
{
if (container == null && this is ItemInventory)
{
container = (this as ItemInventory).Container;
}
if (container == null) { return false; }
return owner.SelectedCharacter != null|| (!(owner is Character character)) || !container.KeepOpenWhenEquippedBy(character) || !owner.HasEquippedItem(container.Item);
}
protected virtual bool HideSlot(int i)
{
return visualSlots[i].Disabled || (slots[i].HideIfEmpty && slots[i].Empty());
}
public virtual void Update(float deltaTime, Camera cam, bool subInventory = false)
{
if (visualSlots == null || isSubInventory != subInventory ||
(RectTransform != null && RectTransform.Rect != prevRect))
{
CreateSlots();
isSubInventory = subInventory;
}
if (!subInventory || (OpenState >= 0.99f || OpenState < 0.01f))
{
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) { continue; }
UpdateSlot(visualSlots[i], i, slots[i].Items.FirstOrDefault(), subInventory);
}
if (!isSubInventory)
{
ControlInput(cam);
}
}
}
protected virtual void ControlInput(Camera cam)
{
// Note that these targets are static. Therefore the outcome is the same if this method is called multiple times or only once.
if (selectedSlot != null && !DraggingItemToWorld && cam.GetZoomAmountFromPrevious() <= 0.25f)
{
cam.Freeze = true;
}
}
protected void UpdateSlot(VisualSlot slot, int slotIndex, Item item, bool isSubSlot)
{
Rectangle interactRect = slot.InteractRect;
interactRect.Location += slot.DrawOffset.ToPoint();
bool mouseOnGUI = false;
/*if (GUI.MouseOn != null)
{
//block usage if the mouse is on a GUIComponent that's not related to this inventory
if (RectTransform == null || (RectTransform != GUI.MouseOn.RectTransform && !GUI.MouseOn.IsParentOf(RectTransform.GUIComponent)))
{
mouseOnGUI = true;
}
}*/
bool mouseOn = interactRect.Contains(PlayerInput.MousePosition) && !Locked && !mouseOnGUI && !slot.Disabled && IsMouseOnInventory;
// Delete item from container in sub editor
if (SubEditorScreen.IsSubEditor() && PlayerInput.IsCtrlDown())
{
DraggingItems.Clear();
var mouseDrag = SubEditorScreen.MouseDragStart != Vector2.Zero && Vector2.Distance(PlayerInput.MousePosition, SubEditorScreen.MouseDragStart) >= GUI.Scale * 20;
if (mouseOn && (PlayerInput.PrimaryMouseButtonClicked() || mouseDrag))
{
if (item != null)
{
slot.ShowBorderHighlight(GUIStyle.Red, 0.1f, 0.4f);
if (!mouseDrag)
{
SoundPlayer.PlayUISound(GUISoundType.PickItem);
}
if (!item.Removed)
{
SubEditorScreen.BulkItemBufferInUse = SubEditorScreen.ItemRemoveMutex;
SubEditorScreen.BulkItemBuffer.Add(new AddOrDeleteCommand(new List<MapEntity> { item }, true));
}
item.OwnInventory?.DeleteAllItems();
item.Remove();
}
}
}
if (PlayerInput.LeftButtonHeld() && PlayerInput.RightButtonHeld())
{
mouseOn = false;
}
if (selectedSlot != null && selectedSlot.Slot != slot)
{
//subinventory slot highlighted -> don't allow highlighting this one
if (selectedSlot.IsSubSlot && !isSubSlot)
{
mouseOn = false;
}
else if (!selectedSlot.IsSubSlot && isSubSlot && mouseOn)
{
selectedSlot = null;
}
}
slot.State = GUIComponent.ComponentState.None;
if (mouseOn && (DraggingItems.Any() || selectedSlot == null || selectedSlot.Slot == slot) && DraggingInventory == null)
// &&
//(highlightedSubInventories.Count == 0 || highlightedSubInventories.Contains(this) || highlightedSubInventorySlot?.Slot == slot || highlightedSubInventory.Owner == item))
{
slot.State = GUIComponent.ComponentState.Hover;
if (selectedSlot == null || (!selectedSlot.IsSubSlot && isSubSlot))
{
var slotRef = new SlotReference(this, slot, slotIndex, isSubSlot, slots[slotIndex].FirstOrDefault()?.GetComponent<ItemContainer>()?.Inventory);
if (Screen.Selected is SubEditorScreen editor && !editor.WiringMode && slotRef.ParentInventory is CharacterInventory) { return; }
if (CanSelectSlot(slotRef))
{
selectedSlot = slotRef;
}
}
if (!DraggingItems.Any())
{
var interactableItems = Screen.Selected == GameMain.GameScreen ? slots[slotIndex].Items.Where(it => !it.NonInteractable && !it.NonPlayerTeamInteractable) : slots[slotIndex].Items;
if (PlayerInput.PrimaryMouseButtonDown() && interactableItems.Any())
{
if (PlayerInput.KeyDown(InputType.TakeHalfFromInventorySlot))
{
DraggingItems.AddRange(interactableItems.Skip(interactableItems.Count() / 2));
}
else if (PlayerInput.KeyDown(InputType.TakeOneFromInventorySlot))
{
DraggingItems.Add(interactableItems.First());
}
else
{
DraggingItems.AddRange(interactableItems);
}
DraggingSlot = slot;
}
}
else if (PlayerInput.PrimaryMouseButtonReleased())
{
var interactableItems = Screen.Selected == GameMain.GameScreen ? slots[slotIndex].Items.Where(it => !it.NonInteractable && !it.NonPlayerTeamInteractable) : slots[slotIndex].Items;
if (PlayerInput.DoubleClicked() && interactableItems.Any())
{
doubleClickedItems.Clear();
if (PlayerInput.KeyDown(InputType.TakeHalfFromInventorySlot))
{
doubleClickedItems.AddRange(interactableItems.Skip(interactableItems.Count() / 2));
}
else if (PlayerInput.KeyDown(InputType.TakeOneFromInventorySlot))
{
doubleClickedItems.Add(interactableItems.First());
}
else
{
doubleClickedItems.AddRange(interactableItems);
}
}
}
}
}
protected Inventory GetSubInventory(int slotIndex)
{
var container = slots[slotIndex].FirstOrDefault()?.GetComponent<ItemContainer>();
if (container == null) { return null; }
return container.Inventory;
}
protected virtual ItemInventory GetActiveEquippedSubInventory(int slotIndex)
{
return null;
}
public float OpenState;
public void UpdateSubInventory(float deltaTime, int slotIndex, Camera cam)
{
var item = slots[slotIndex].FirstOrDefault();
if (item == null) { return; }
var container = item.GetComponent<ItemContainer>();
if (container == null || !container.DrawInventory) { return; }
var subInventory = container.Inventory;
if (subInventory.visualSlots == null) { subInventory.CreateSlots(); }
canMove = container.MovableFrame && !subInventory.IsInventoryHoverAvailable(Owner as Character, container) && subInventory.originalPos != Point.Zero;
if (this is CharacterInventory characterInventory && characterInventory.CurrentLayout != CharacterInventory.Layout.Default)
{
canMove = false;
}
if (canMove)
{
subInventory.HideTimer = 1.0f;
subInventory.OpenState = 1.0f;
if (subInventory.movableFrameRect.Contains(PlayerInput.MousePosition) && PlayerInput.SecondaryMouseButtonClicked())
{
container.Inventory.savedPosition = container.Inventory.originalPos;
}
if (subInventory.movableFrameRect.Contains(PlayerInput.MousePosition) || (DraggingInventory != null && DraggingInventory == subInventory))
{
if (DraggingInventory == null)
{
if (PlayerInput.PrimaryMouseButtonDown())
{
// Prevent us from dragging an item
DraggingItems.Clear();
DraggingSlot = null;
DraggingInventory = subInventory;
}
}
else if (PlayerInput.PrimaryMouseButtonReleased())
{
DraggingInventory = null;
subInventory.savedPosition = PlayerInput.MousePosition.ToPoint();
}
else
{
subInventory.savedPosition = PlayerInput.MousePosition.ToPoint();
}
}
}
int itemCapacity = subInventory.slots.Length;
var slot = visualSlots[slotIndex];
int dir = slot.SubInventoryDir;
Rectangle subRect = slot.Rect;
Vector2 spacing;
if (GUI.IsFourByThree())
{
spacing = new Vector2(5 * UIScale, (5 + UnequippedIndicator.size.Y) * UIScale);
}
else
{
spacing = new Vector2(10 * UIScale, (10 + UnequippedIndicator.size.Y) * UIScale);
}
int columns = MathHelper.Clamp((int)Math.Floor(Math.Sqrt(itemCapacity)), 1, container.SlotsPerRow);
while (itemCapacity / columns * (subRect.Height + spacing.Y) > GameMain.GraphicsHeight * 0.5f)
{
columns++;
}
int width = (int)(subRect.Width * columns + spacing.X * (columns - 1));
int startX = slot.Rect.Center.X - (int)(width / 2.0f);
int startY = dir < 0 ?
slot.EquipButtonRect.Y - subRect.Height - (int)(35 * UIScale) :
slot.EquipButtonRect.Bottom + (int)(10 * UIScale);
if (canMove)
{
startX += subInventory.savedPosition.X - subInventory.originalPos.X;
startY += subInventory.savedPosition.Y - subInventory.originalPos.Y;
}
float totalHeight = itemCapacity / columns * (subRect.Height + spacing.Y);
int padding = (int)(20 * UIScale);
//prevent the inventory from extending outside the left side of the screen
startX = Math.Max(startX, padding);
//same for the right side of the screen
startX -= Math.Max(startX + width - GameMain.GraphicsWidth + padding, 0);
//prevent the inventory from extending outside the top of the screen
startY = Math.Max(startY, (int)totalHeight - padding / 2);
//same for the bottom side of the screen
startY -= Math.Max(startY - GameMain.GraphicsHeight + padding * 2 + (canMove ? (int)(movableFrameRectHeight * UIScale) : 0), 0);
subRect.X = startX;
subRect.Y = startY;
subInventory.OpenState = subInventory.HideTimer >= 0.5f ?
Math.Min(subInventory.OpenState + deltaTime * 8.0f, 1.0f) :
Math.Max(subInventory.OpenState - deltaTime * 5.0f, 0.0f);
for (int i = 0; i < itemCapacity; i++)
{
subInventory.visualSlots[i].Rect = subRect;
subInventory.visualSlots[i].Rect.Location += new Point(0, (int)totalHeight * -dir);
subInventory.visualSlots[i].DrawOffset = Vector2.SmoothStep(new Vector2(0, -50 * dir), new Vector2(0, totalHeight * dir), subInventory.OpenState);
subInventory.visualSlots[i].InteractRect = new Rectangle(
(int)(subInventory.visualSlots[i].Rect.X - spacing.X / 2 - 1), (int)(subInventory.visualSlots[i].Rect.Y - spacing.Y / 2 - 1),
(int)(subInventory.visualSlots[i].Rect.Width + spacing.X + 2), (int)(subInventory.visualSlots[i].Rect.Height + spacing.Y + 2));
if ((i + 1) % columns == 0)
{
subRect.X = startX;
subRect.Y += subRect.Height * dir;
subRect.Y += (int)(spacing.Y * dir);
}
else
{
subRect.X = (int)(subInventory.visualSlots[i].Rect.Right + spacing.X);
}
}
if (canMove)
{
subInventory.movableFrameRect.X = subRect.X - (int)spacing.X;
subInventory.movableFrameRect.Y = subRect.Y + (int)(spacing.Y);
}
visualSlots[slotIndex].State = GUIComponent.ComponentState.Hover;
subInventory.isSubInventory = true;
subInventory.Update(deltaTime, cam, true);
}
public void ClearSubInventories()
{
if (highlightedSubInventorySlots.Count == 0) { return; }
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
{
highlightedSubInventorySlot.Inventory.HideTimer = 0.0f;
}
highlightedSubInventorySlots.Clear();
}
public virtual void Draw(SpriteBatch spriteBatch, bool subInventory = false)
{
if (visualSlots == null || isSubInventory != subInventory) { return; }
for (int i = 0; i < capacity; i++)
{
if (HideSlot(i)) { continue; }
//don't draw the item if it's being dragged out of the slot
bool drawItem = !DraggingItems.Any() || !slots[i].Items.All(it => DraggingItems.Contains(it)) || visualSlots[i].MouseOn();
DrawSlot(spriteBatch, this, visualSlots[i], slots[i].FirstOrDefault(), i, drawItem);
}
}
/// <summary>
/// Check if the mouse is hovering on top of the slot
/// </summary>
/// <param name="slot">The desired slot we want to check</param>
/// <returns>True if our mouse is hover on the slot, false otherwise</returns>
public static bool IsMouseOnSlot(VisualSlot slot)
{
var rect = new Rectangle(slot.InteractRect.X, slot.InteractRect.Y, slot.InteractRect.Width, slot.InteractRect.Height);
rect.Offset(slot.DrawOffset);
return rect.Contains(PlayerInput.MousePosition);
}
public static bool IsMouseOnInventory
{
get; private set;
}
/// <summary>
/// Refresh the value of IsMouseOnInventory
/// </summary>
public static void RefreshMouseOnInventory()
{
IsMouseOnInventory = DetermineMouseOnInventory();
}
/// <summary>
/// Is the mouse on any inventory element (slot, equip button, subinventory...)
/// </summary>
private static bool DetermineMouseOnInventory(bool ignoreDraggedItem = false)
{
if (GameMain.GameSession?.Campaign != null &&
(GameMain.GameSession.Campaign.ShowCampaignUI || GameMain.GameSession.Campaign.ForceMapUI))
{
return false;
}
if (GameSession.IsTabMenuOpen) { return false; }
if (CrewManager.IsCommandInterfaceOpen) { return false; }
if (Character.Controlled == null) { return false; }
if (!ignoreDraggedItem)
{
if (DraggingItems.Any() || DraggingInventory != null) { return true; }
}
var isSubEditor = Screen.Selected is SubEditorScreen editor && !editor.WiringMode;
if (Character.Controlled.Inventory != null && !isSubEditor)
{
var inv = Character.Controlled.Inventory;
for (var i = 0; i < inv.visualSlots.Length; i++)
{
var slot = inv.visualSlots[i];
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
return true;
}
// check if the equip button actually exists
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) &&
i >= 0 && inv.slots.Length > i &&
!inv.slots[i].Empty())
{
return true;
}
}
}
if (Character.Controlled.SelectedCharacter?.Inventory != null && !isSubEditor)
{
var inv = Character.Controlled.SelectedCharacter.Inventory;
for (var i = 0; i < inv.visualSlots.Length; i++)
{
var slot = inv.visualSlots[i];
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
return true;
}
// check if the equip button actually exists
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) &&
i >= 0 && inv.slots.Length > i &&
!inv.slots[i].Empty())
{
return true;
}
}
}
if (Character.Controlled.SelectedItem != null)
{
foreach (var ic in Character.Controlled.SelectedItem.ActiveHUDs)
{
var itemContainer = ic as ItemContainer;
if (itemContainer?.Inventory?.visualSlots == null) { continue; }
foreach (VisualSlot slot in itemContainer.Inventory.visualSlots)
{
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
{
return true;
}
}
}
}
foreach (SlotReference highlightedSubInventorySlot in highlightedSubInventorySlots)
{
if (GetSubInventoryHoverArea(highlightedSubInventorySlot).Contains(PlayerInput.MousePosition)) { return true; }
}
return false;
}
public static CursorState GetInventoryMouseCursor()
{
var character = Character.Controlled;
if (character == null) { return CursorState.Default; }
if (DraggingItems.Any() || DraggingInventory != null) { return CursorState.Dragging; }
var inv = character.Inventory;
var selInv = character.SelectedCharacter?.Inventory;
if (inv == null) { return CursorState.Default; }
foreach (var item in inv.AllItems)
{
var container = item?.GetComponent<ItemContainer>();
if (container == null) { continue; }
if (container.Inventory.visualSlots != null)
{
if (container.Inventory.visualSlots.Any(slot => slot.IsHighlighted))
{
return CursorState.Hand;
}
}
if (container.Inventory.movableFrameRect.Contains(PlayerInput.MousePosition))
{
return CursorState.Move;
}
}
if (selInv != null)
{
for (int i = 0; i < selInv.visualSlots.Length; i++)
{
VisualSlot slot = selInv.visualSlots[i];
Item item = selInv.slots[i].FirstOrDefault();
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
(slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && item != null && item.AllowedSlots.Contains(InvSlotType.Any)))
{
return CursorState.Hand;
}
var container = item?.GetComponent<ItemContainer>();
if (container == null) { continue; }
if (container.Inventory.visualSlots != null)
{
if (container.Inventory.visualSlots.Any(slot => slot.IsHighlighted))
{
return CursorState.Hand;
}
}
}
}
if (character.SelectedItem != null)
{
foreach (var ic in character.SelectedItem.ActiveHUDs)
{
var itemContainer = ic as ItemContainer;
if (itemContainer?.Inventory?.visualSlots == null) { continue; }
if (!ic.Item.IsInteractable(character)) { continue; }
foreach (var slot in itemContainer.Inventory.visualSlots)
{
if (slot.InteractRect.Contains(PlayerInput.MousePosition) ||
slot.EquipButtonRect.Contains(PlayerInput.MousePosition))
{
return CursorState.Hand;
}
}
}
}
for (int i = 0; i < inv.visualSlots.Length; i++)
{
VisualSlot slot = inv.visualSlots[i];
Item item = inv.slots[i].FirstOrDefault();
if (slot.EquipButtonRect.Contains(PlayerInput.MousePosition) && item != null && item.AllowedSlots.Contains(InvSlotType.Any))
{
return CursorState.Hand;
}
// This is the only place we double check this because if we have a inventory container
// highlighting any area within that container registers as highlighting the
// original slot the item is in thus giving us a false hand cursor.
if (slot.InteractRect.Contains(PlayerInput.MousePosition))
{
if (slot.IsHighlighted)
{
return CursorState.Hand;
}
}
}
return CursorState.Default;
}
protected static void DrawToolTip(SpriteBatch spriteBatch, RichString toolTip, Rectangle highlightedSlot)
{
GUIComponent.DrawToolTip(spriteBatch, toolTip, highlightedSlot);
}
public void DrawSubInventory(SpriteBatch spriteBatch, int slotIndex)
{
var item = slots[slotIndex].FirstOrDefault();
if (item == null) { return; }
var container = item.GetComponent<ItemContainer>();
if (container == null || !container.DrawInventory) { return; }
if (container.Inventory.visualSlots == null || !container.Inventory.isSubInventory) { return; }
int itemCapacity = container.Capacity;
#if DEBUG
System.Diagnostics.Debug.Assert(slotIndex >= 0 && slotIndex < slots.Length);
#else
if (slotIndex < 0 || slotIndex >= capacity) { return; }
#endif
if (!canMove)
{
Rectangle prevScissorRect = spriteBatch.GraphicsDevice.ScissorRectangle;
spriteBatch.End();
spriteBatch.Begin(SpriteSortMode.Deferred, rasterizerState: GameMain.ScissorTestEnable);
if (visualSlots[slotIndex].SubInventoryDir > 0)
{
spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(
new Point(0, visualSlots[slotIndex].Rect.Bottom),
new Point(GameMain.GraphicsWidth, (int)Math.Max(GameMain.GraphicsHeight - visualSlots[slotIndex].Rect.Bottom, 0)));
}
else
{
spriteBatch.GraphicsDevice.ScissorRectangle = new Rectangle(
new Point(0, 0),
new Point(GameMain.GraphicsWidth, visualSlots[slotIndex].Rect.Y));
}
container.Inventory.Draw(spriteBatch, true);
spriteBatch.End();
spriteBatch.GraphicsDevice.ScissorRectangle = prevScissorRect;
spriteBatch.Begin(SpriteSortMode.Deferred);
}
else
{
container.Inventory.Draw(spriteBatch, true);
}
container.InventoryBottomSprite?.Draw(spriteBatch,
new Vector2(visualSlots[slotIndex].Rect.Center.X, visualSlots[slotIndex].Rect.Y) + visualSlots[slotIndex].DrawOffset,
0.0f, UIScale);
container.InventoryTopSprite?.Draw(spriteBatch,
new Vector2(
visualSlots[slotIndex].Rect.Center.X,
container.Inventory.visualSlots[container.Inventory.visualSlots.Length - 1].Rect.Y) + container.Inventory.visualSlots[container.Inventory.visualSlots.Length - 1].DrawOffset,
0.0f, UIScale);
if (container.MovableFrame && !IsInventoryHoverAvailable(Owner as Character, container))
{
if (positionUpdateQueued) // Wait a frame before updating the positioning of the container after a resolution change to have everything working
{
int height = (int)(movableFrameRectHeight * UIScale);
CreateSlots();
container.Inventory.movableFrameRect = new Rectangle(container.Inventory.BackgroundFrame.X, container.Inventory.BackgroundFrame.Y - height, container.Inventory.BackgroundFrame.Width, height);
draggableIndicatorScale = 1.25f * UIScale;
draggableIndicatorOffset = DraggableIndicator.size * draggableIndicatorScale / 2f;
draggableIndicatorOffset += new Vector2(height / 2f - draggableIndicatorOffset.Y);
container.Inventory.originalPos = container.Inventory.savedPosition = container.Inventory.movableFrameRect.Center;
positionUpdateQueued = false;
}
if (container.Inventory.movableFrameRect.Size == Point.Zero || GUI.HasSizeChanged(prevScreenResolution, prevUIScale, prevHUDScale))
{
// Reset position
container.Inventory.savedPosition = container.Inventory.originalPos;
prevScreenResolution = new Point(GameMain.GraphicsWidth, GameMain.GraphicsHeight);
prevUIScale = UIScale;
prevHUDScale = GUI.Scale;
positionUpdateQueued = true;
}
else
{
GUI.DrawRectangle(spriteBatch, container.Inventory.movableFrameRect, movableFrameRectColor, true);
DraggableIndicator.Draw(spriteBatch, container.Inventory.movableFrameRect.Location.ToVector2() + draggableIndicatorOffset, 0, draggableIndicatorScale);
}
}
}
public static void UpdateDragging()
{
if (Screen.Selected == GameMain.GameScreen)
{
DraggingItems.RemoveAll(it => !Character.Controlled.CanInteractWith(it));
}
if (DraggingItems.Any() && PlayerInput.PrimaryMouseButtonReleased())
{
Character.Controlled.ClearInputs();
bool mouseOnPortrait = CharacterHUD.MouseOnCharacterPortrait();
if (!DetermineMouseOnInventory(ignoreDraggedItem: true) &&
(CharacterHealth.OpenHealthWindow != null || mouseOnPortrait))
{
bool dropSuccessful = false;
foreach (Item item in DraggingItems)
{
var inventory = item.ParentInventory;
var indices = inventory?.FindIndices(item);
dropSuccessful |= (CharacterHealth.OpenHealthWindow ?? Character.Controlled.CharacterHealth).OnItemDropped(item, ignoreMousePos: mouseOnPortrait);
if (dropSuccessful)
{
if (indices != null && inventory.visualSlots != null)
{
foreach (int i in indices)
{
inventory.visualSlots[i]?.ShowBorderHighlight(GUIStyle.Green, 0.1f, 0.4f);
}
}
break;
}
}
if (dropSuccessful)
{
DraggingItems.Clear();
return;
}
}
if (selectedSlot == null)
{
if (DraggingItemToWorld &&
Character.Controlled.FocusedItem is { OwnInventory: { } inventory } item && item.GetComponent<ItemContainer>() is { } container &&
container.HasRequiredItems(Character.Controlled, addMessage: false) &&
container.AllowDragAndDrop &&
inventory.CanBePut(DraggingItems.FirstOrDefault()))
{
bool anySuccess = false;
foreach (Item it in DraggingItems)
{
bool success = Character.Controlled.FocusedItem.OwnInventory.TryPutItem(it, Character.Controlled);
if (!success) { break; }
anySuccess |= success;
}
if (anySuccess) { SoundPlayer.PlayUISound(GUISoundType.PickItem); }
}
else
{
if (Screen.Selected is SubEditorScreen)
{
if (DraggingItems.First()?.ParentInventory != null)
{
SubEditorScreen.StoreCommand(new InventoryPlaceCommand(DraggingItems.First().ParentInventory, new List<Item>(DraggingItems), true));
}
}
SoundPlayer.PlayUISound(GUISoundType.DropItem);
bool removed = false;
if (Screen.Selected is SubEditorScreen editor)
{
if (editor.EntityMenu.Rect.Contains(PlayerInput.MousePosition))
{
DraggingItems.ForEachMod(it => it.Remove());
removed = true;
}
else
{
if (editor.WiringMode)
{
DraggingItems.ForEachMod(it => it.Remove());
removed = true;
}
else
{
DraggingItems.ForEachMod(it => it.Drop(Character.Controlled));
}
}
}
else
{
DraggingItems.ForEachMod(it => it.Drop(Character.Controlled));
}
SoundPlayer.PlayUISound(removed ? GUISoundType.PickItem : GUISoundType.DropItem);
}
}
else if (!DraggingItems.Any(it => selectedSlot.ParentInventory.slots[selectedSlot.SlotIndex].Contains(it)))
{
Inventory oldInventory = DraggingItems.First().ParentInventory;
Inventory selectedInventory = selectedSlot.ParentInventory;
int slotIndex = selectedSlot.SlotIndex;
int oldSlot = oldInventory == null ? 0 : Array.IndexOf(oldInventory.slots, DraggingItems);
//if attempting to drop into an invalid slot in the same inventory, try to move to the correct slot
if (selectedInventory.slots[slotIndex].Empty() &&
selectedInventory == Character.Controlled.Inventory &&
!DraggingItems.First().AllowedSlots.Any(a => a.HasFlag(Character.Controlled.Inventory.SlotTypes[slotIndex])) &&
DraggingItems.Any(it => selectedInventory.TryPutItem(it, Character.Controlled, it.AllowedSlots)))
{
if (selectedInventory.visualSlots != null)
{
for (int i = 0; i < selectedInventory.visualSlots.Length; i++)
{
if (DraggingItems.Any(it => selectedInventory.slots[i].Contains(it)))
{
selectedInventory.visualSlots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f);
}
}
selectedInventory.visualSlots[slotIndex].ShowBorderHighlight(GUIStyle.Red, 0.1f, 0.9f);
}
SoundPlayer.PlayUISound(GUISoundType.PickItem);
}
else
{
bool anySuccess = false;
bool allowCombine = true;
//if we're dragging a stack of partial items or trying to drag to a stack of partial items
//(which should not normally exist, but can happen when e.g. fire damages a stack of items)
//don't allow combining because it leads to weird behavior (stack of items of mixed quality)
if (DraggingItems.Count(it => !it.IsFullCondition && it.Condition > 0.0f) > 1 ||
selectedInventory.GetItemsAt(slotIndex).Count(it => !it.IsFullCondition && it.Condition > 0.0f) > 1)
{
allowCombine = false;
}
foreach (Item item in DraggingItems)
{
bool success = selectedInventory.TryPutItem(item, slotIndex, allowSwapping: !anySuccess, allowCombine, Character.Controlled);
anySuccess |= success;
if (!success) { break; }
}
if (anySuccess)
{
highlightedSubInventorySlots.RemoveWhere(s => s.ParentInventory == oldInventory || s.ParentInventory == selectedInventory);
if (SubEditorScreen.IsSubEditor())
{
foreach (Item draggingItem in DraggingItems)
{
if (selectedInventory.slots[slotIndex].Contains(draggingItem))
{
SubEditorScreen.StoreCommand(new InventoryMoveCommand(oldInventory, selectedInventory, draggingItem, oldSlot, slotIndex));
}
}
}
if (selectedInventory.visualSlots != null) { selectedInventory.visualSlots[slotIndex].ShowBorderHighlight(Color.White, 0.1f, 0.4f); }
SoundPlayer.PlayUISound(GUISoundType.PickItem);
}
else
{
if (selectedInventory.visualSlots != null){ selectedInventory.visualSlots[slotIndex].ShowBorderHighlight(GUIStyle.Red, 0.1f, 0.9f); }
SoundPlayer.PlayUISound(GUISoundType.PickItemFail);
}
}
selectedInventory.HideTimer = 2.0f;
if (selectedSlot.ParentInventory?.Owner is Item parentItem && parentItem.ParentInventory != null)
{
for (int i = 0; i < parentItem.ParentInventory.capacity; i++)
{
if (parentItem.ParentInventory.HideSlot(i)) { continue; }
if (parentItem.ParentInventory.slots[i].FirstOrDefault() != parentItem) { continue; }
highlightedSubInventorySlots.Add(new SlotReference(
parentItem.ParentInventory, parentItem.ParentInventory.visualSlots[i],
i, false, selectedSlot.ParentInventory));
break;
}
}
DraggingItems.Clear();
DraggingSlot = null;
}
DraggingItems.Clear();
}
if (selectedSlot != null && !CanSelectSlot(selectedSlot))
{
selectedSlot = null;
}
}
private static bool CanSelectSlot(SlotReference selectedSlot)
{
if (!IsMouseOnInventory)
{
return false;
}
if (!selectedSlot.Slot.MouseOn())
{
return false;
}
else
{
static bool OwnerInaccessible(Entity owner) =>
owner != Character.Controlled &&
owner != Character.Controlled.SelectedCharacter &&
owner != Character.Controlled.SelectedItem &&
(Character.Controlled.SelectedItem == null || !Character.Controlled.SelectedItem.linkedTo.Contains(owner));
Entity owner = selectedSlot.ParentInventory?.Owner;
Entity rootOwner = (owner as Item)?.GetRootInventoryOwner();
if (OwnerInaccessible(owner) && (rootOwner == owner || OwnerInaccessible(rootOwner)))
{
return false;
}
Item parentItem = (owner as Item) ?? selectedSlot?.Item;
if (parentItem?.GetRootInventoryOwner() is Character ownerCharacter)
{
if (ownerCharacter == Character.Controlled &&
CharacterHealth.OpenHealthWindow?.Character != ownerCharacter &&
ownerCharacter.Inventory.IsInLimbSlot(parentItem, InvSlotType.HealthInterface) &&
Screen.Selected != GameMain.SubEditorScreen)
{
highlightedSubInventorySlots.RemoveWhere(s => s.Item == parentItem);
return false;
}
}
}
return true;
}
protected static Rectangle GetSubInventoryHoverArea(SlotReference subSlot)
{
Rectangle hoverArea;
if (!subSlot.Inventory.Movable() ||
(Character.Controlled?.Inventory == subSlot.ParentInventory && !Character.Controlled.HasEquippedItem(subSlot.Item)) ||
(subSlot.ParentInventory is CharacterInventory characterInventory && characterInventory.CurrentLayout != CharacterInventory.Layout.Default))
{
hoverArea = subSlot.Slot.Rect;
hoverArea.Location += subSlot.Slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlot.Slot.EquipButtonRect);
}
else
{
hoverArea = subSlot.Inventory.BackgroundFrame;
hoverArea.Location += subSlot.Slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlot.Inventory.movableFrameRect);
}
if (subSlot.Inventory?.visualSlots != null)
{
foreach (VisualSlot slot in subSlot.Inventory.visualSlots)
{
Rectangle subSlotRect = slot.InteractRect;
subSlotRect.Location += slot.DrawOffset.ToPoint();
hoverArea = Rectangle.Union(hoverArea, subSlotRect);
}
if (subSlot.Slot.SubInventoryDir < 0)
{
// 24/2/2020 - the below statement makes the sub inventory extend all the way to the bottom of the screen because of a double negative
// Not sure if it's intentional or not but it was causing hover issues and disabling it seems to have no detrimental effects.
// hoverArea.Height -= hoverArea.Bottom - subSlot.Slot.Rect.Bottom;
}
else
{
int over = subSlot.Slot.Rect.Y - hoverArea.Y;
hoverArea.Y += over;
hoverArea.Height -= over;
}
}
float inflateAmount = 10 * UIScale;
hoverArea.Inflate(inflateAmount, inflateAmount);
return hoverArea;
}
public static void DrawFront(SpriteBatch spriteBatch)
{
if (GUI.PauseMenuOpen || GUI.SettingsMenuOpen) { return; }
if (GameMain.GameSession?.Campaign != null &&
(GameMain.GameSession.Campaign.ShowCampaignUI || GameMain.GameSession.Campaign.ForceMapUI)) { return; }
subInventorySlotsToDraw.Clear();
subInventorySlotsToDraw.AddRange(highlightedSubInventorySlots);
foreach (var slot in subInventorySlotsToDraw)
{
int slotIndex = Array.IndexOf(slot.ParentInventory.visualSlots, slot.Slot);
if (slotIndex > -1 && slotIndex < slot.ParentInventory.visualSlots.Length &&
(slot.Item?.GetComponent<ItemContainer>()?.HasRequiredItems(Character.Controlled, addMessage: false) ?? true))
{
slot.ParentInventory.DrawSubInventory(spriteBatch, slotIndex);
}
}
if (DraggingItems.Any())
{
if (DraggingSlot == null || (!DraggingSlot.MouseOn()))
{
Sprite sprite = DraggingItems.First().Prefab.InventoryIcon ?? DraggingItems.First().Sprite;
int iconSize = (int)(64 * GUI.Scale);
float scale = Math.Min(Math.Min(iconSize / sprite.size.X, iconSize / sprite.size.Y), 1.5f);
Vector2 itemPos = PlayerInput.MousePosition;
bool mouseOnHealthInterface =
(CharacterHealth.OpenHealthWindow != null && CharacterHealth.OpenHealthWindow.MouseOnElement)||
CharacterHUD.MouseOnCharacterPortrait();
mouseOnHealthInterface = mouseOnHealthInterface && DraggingItems.Any(it => it.UseInHealthInterface);
if ((GUI.MouseOn == null || mouseOnHealthInterface) && selectedSlot == null)
{
var shadowSprite = GUIStyle.GetComponentStyle("OuterGlow").Sprites[GUIComponent.ComponentState.None][0];
LocalizedString toolTip = mouseOnHealthInterface ? TextManager.Get("QuickUseAction.UseTreatment") :
Character.Controlled.FocusedItem != null ?
TextManager.GetWithVariable("PutItemIn", "[itemname]", Character.Controlled.FocusedItem.Name, FormatCapitals.Yes) :
TextManager.Get(Screen.Selected is SubEditorScreen editor && editor.EntityMenu.Rect.Contains(PlayerInput.MousePosition) ? "Delete" : "DropItem");
Vector2 nameSize = GUIStyle.Font.MeasureString(DraggingItems.First().Name);
Vector2 toolTipSize = GUIStyle.SmallFont.MeasureString(toolTip);
int textWidth = (int)Math.Max(nameSize.X, toolTipSize.X);
int textSpacing = (int)(15 * GUI.Scale);
Vector2 textPos = itemPos;
int textDir = textPos.X + textWidth * 1.5f > GameMain.GraphicsWidth ? -1 : 1;
int textOffset = textDir == 1 ? 0 : -1;
textPos += new Vector2((iconSize / 2 + textSpacing) * textDir, 0);
Point shadowPadding = new Point(40, 20).Multiply(GUI.Scale);
Point shadowSize = new Point(iconSize + textWidth + textSpacing, iconSize) + shadowPadding.Multiply(2);
shadowSprite.Draw(spriteBatch,
new Rectangle(itemPos.ToPoint() - new Point((iconSize / 2 - shadowPadding.X) * textDir - shadowSize.X * textOffset, iconSize / 2 + shadowPadding.Y), shadowSize), Color.Black * 0.8f);
GUI.DrawString(spriteBatch, textPos + new Vector2(nameSize.X * textOffset, -iconSize / 2), DraggingItems.First().Name, Color.White);
GUI.DrawString(spriteBatch, textPos + new Vector2(toolTipSize.X * textOffset, 0), toolTip,
color: Character.Controlled.FocusedItem == null && !mouseOnHealthInterface ? GUIStyle.Red : Color.LightGreen,
font: GUIStyle.SmallFont);
}
sprite.Draw(spriteBatch, itemPos + Vector2.One * 2, Color.Black, scale: scale);
sprite.Draw(spriteBatch,
itemPos,
sprite == DraggingItems.First().Sprite ? DraggingItems.First().GetSpriteColor() : DraggingItems.First().GetInventoryIconColor(),
scale: scale);
if (DraggingItems.First().Prefab.MaxStackSize > 1)
{
Vector2 stackCountPos = itemPos + Vector2.One * iconSize * 0.25f;
string stackCountText = "x" + DraggingItems.Count;
GUIStyle.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos + Vector2.One, Color.Black);
GUIStyle.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos, Color.White);
}
}
}
if (selectedSlot != null && selectedSlot.Item != null)
{
Rectangle slotRect = selectedSlot.Slot.Rect;
slotRect.Location += selectedSlot.Slot.DrawOffset.ToPoint();
if (selectedSlot.TooltipNeedsRefresh())
{
selectedSlot.RefreshTooltip();
}
DrawToolTip(spriteBatch, selectedSlot.Tooltip, slotRect);
}
}
public static void DrawSlot(SpriteBatch spriteBatch, Inventory inventory, VisualSlot slot, Item item, int slotIndex, bool drawItem = true, InvSlotType type = InvSlotType.Any)
{
Rectangle rect = slot.Rect;
rect.Location += slot.DrawOffset.ToPoint();
if (slot.HighlightColor.A > 0)
{
float inflateAmount = (slot.HighlightColor.A / 255.0f) * slot.HighlightScaleUpAmount * 0.5f;
rect.Inflate(rect.Width * inflateAmount, rect.Height * inflateAmount);
}
Color slotColor = Color.White;
Item parentItem = inventory?.Owner as Item;
if (parentItem != null && !parentItem.IsPlayerTeamInteractable) { slotColor = Color.Gray; }
var itemContainer = item?.GetComponent<ItemContainer>();
if (itemContainer != null && (itemContainer.InventoryTopSprite != null || itemContainer.InventoryBottomSprite != null))
{
if (!highlightedSubInventorySlots.Any(s => s.Slot == slot))
{
itemContainer.InventoryBottomSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
itemContainer.InventoryTopSprite?.Draw(spriteBatch, new Vector2(rect.Center.X, rect.Y), 0, UIScale);
}
drawItem = false;
}
else
{
Sprite slotSprite = slot.SlotSprite ?? SlotSpriteSmall;
/*if (inventory != null && (CharacterInventory.PersonalSlots.HasFlag(type) || (inventory.isSubInventory && (inventory.Owner as Item) != null
&& (inventory.Owner as Item).AllowedSlots.Any(a => CharacterInventory.PersonalSlots.HasFlag(a)))))
{
slotColor = slot.IsHighlighted ? GUIStyle.EquipmentSlotColor : GUIStyle.EquipmentSlotColor * 0.8f;
}
else
{
slotColor = slot.IsHighlighted ? GUIStyle.InventorySlotColor : GUIStyle.InventorySlotColor * 0.8f;
}*/
if (inventory != null && inventory.Locked) { slotColor = Color.Gray * 0.5f; }
spriteBatch.Draw(slotSprite.Texture, rect, slotSprite.SourceRect, slotColor);
if (SubEditorScreen.IsSubEditor() && PlayerInput.IsCtrlDown() && selectedSlot?.Slot == slot)
{
GUI.DrawRectangle(spriteBatch, rect, GUIStyle.Red * 0.3f, isFilled: true);
}
bool canBePut = false;
if (DraggingItems.Any() && inventory != null && slotIndex > -1 && slotIndex < inventory.visualSlots.Length)
{
if (inventory.CanBePutInSlot(DraggingItems.First(), slotIndex))
{
canBePut = true;
}
else if (inventory.slots[slotIndex].FirstOrDefault()?.OwnInventory?.CanBePut(DraggingItems.First()) ?? false)
{
canBePut = true;
}
else if (inventory.slots[slotIndex] == null && inventory == Character.Controlled.Inventory &&
!DraggingItems.First().AllowedSlots.Any(a => a.HasFlag(Character.Controlled.Inventory.SlotTypes[slotIndex])) &&
Character.Controlled.Inventory.CanBeAutoMovedToCorrectSlots(DraggingItems.First()))
{
canBePut = true;
}
}
if (slot.MouseOn() && canBePut && selectedSlot?.Slot == slot)
{
GUIStyle.UIGlow.Draw(spriteBatch, rect, GUIStyle.Green);
}
if (item != null && drawItem)
{
if (!item.IsFullCondition && !item.Prefab.HideConditionBar && (itemContainer == null || !itemContainer.ShowConditionInContainedStateIndicator))
{
int dir = slot.SubInventoryDir;
Rectangle conditionIndicatorArea;
if (itemContainer != null && itemContainer.ShowContainedStateIndicator)
{
conditionIndicatorArea = new Rectangle(rect.X, rect.Bottom - (int)(10 * GUI.Scale), rect.Width, (int)(10 * GUI.Scale));
}
else
{
conditionIndicatorArea = new Rectangle(
rect.X, dir < 0 ? rect.Bottom + HUDLayoutSettings.Padding / 2 : rect.Y - HUDLayoutSettings.Padding / 2 - ContainedIndicatorHeight,
rect.Width, ContainedIndicatorHeight);
conditionIndicatorArea.Inflate(-4, 0);
}
var indicatorStyle = GUIStyle.GetComponentStyle("ContainedStateIndicator.Default");
Sprite indicatorSprite = indicatorStyle?.GetDefaultSprite();
Sprite emptyIndicatorSprite = indicatorStyle?.GetSprite(GUIComponent.ComponentState.Hover);
DrawItemStateIndicator(spriteBatch, inventory, indicatorSprite, emptyIndicatorSprite, conditionIndicatorArea, item.Condition / item.MaxCondition);
}
if (itemContainer != null && itemContainer.ShowContainedStateIndicator && itemContainer.Capacity > 0)
{
float containedState = itemContainer.GetContainedIndicatorState();
int dir = slot.SubInventoryDir;
Rectangle containedIndicatorArea = new Rectangle(rect.X,
dir < 0 ? rect.Bottom + HUDLayoutSettings.Padding / 2 : rect.Y - HUDLayoutSettings.Padding / 2 - ContainedIndicatorHeight, rect.Width, ContainedIndicatorHeight);
containedIndicatorArea.Inflate(-4, 0);
Sprite indicatorSprite =
itemContainer.ContainedStateIndicator ??
itemContainer.IndicatorStyle?.GetDefaultSprite();
Sprite emptyIndicatorSprite =
itemContainer.ContainedStateIndicatorEmpty ??
itemContainer.IndicatorStyle?.GetSprite(GUIComponent.ComponentState.Hover);
bool usingDefaultSprite = itemContainer.IndicatorStyle?.Name == "ContainedStateIndicator.Default";
DrawItemStateIndicator(spriteBatch, inventory, indicatorSprite, emptyIndicatorSprite, containedIndicatorArea, containedState,
pulsate: !usingDefaultSprite && containedState >= 0.0f && containedState < 0.25f && inventory == Character.Controlled?.Inventory && Character.Controlled.HasEquippedItem(item));
}
if (item.Quality != 0)
{
var style = GUIStyle.GetComponentStyle("InnerGlowSmall");
if (style == null)
{
GUI.DrawRectangle(spriteBatch, rect, GUIStyle.GetQualityColor(item.Quality) * 0.7f);
}
else
{
style.Sprites[GUIComponent.ComponentState.None].FirstOrDefault()?.Draw(spriteBatch, rect, GUIStyle.GetQualityColor(item.Quality) * 0.5f);
}
}
}
else
{
var slotIcon = parentItem?.GetComponent<ItemContainer>()?.GetSlotIcon(slotIndex);
if (slotIcon != null)
{
slotIcon.Draw(spriteBatch, rect.Center.ToVector2(), GUIStyle.EquipmentSlotIconColor, scale: Math.Min(rect.Width / slotIcon.size.X, rect.Height / slotIcon.size.Y) * 0.8f);
}
}
}
if (GameMain.DebugDraw)
{
GUI.DrawRectangle(spriteBatch, rect, Color.White, false, 0, 1);
GUI.DrawRectangle(spriteBatch, slot.EquipButtonRect, Color.White, false, 0, 1);
}
if (slot.HighlightColor != Color.Transparent)
{
GUIStyle.UIGlow.Draw(spriteBatch, rect, slot.HighlightColor);
}
if (item != null && drawItem)
{
Sprite sprite = item.Prefab.InventoryIcon ?? item.Sprite;
float scale = Math.Min(Math.Min((rect.Width - 10) / sprite.size.X, (rect.Height - 10) / sprite.size.Y), 2.0f);
Vector2 itemPos = rect.Center.ToVector2();
if (itemPos.Y > GameMain.GraphicsHeight)
{
itemPos.Y -= Math.Min(
(itemPos.Y + sprite.size.Y / 2 * scale) - GameMain.GraphicsHeight,
(itemPos.Y - sprite.size.Y / 2 * scale) - rect.Y);
}
float rotation = 0.0f;
if (slot.HighlightColor.A > 0)
{
rotation = (float)Math.Sin(slot.HighlightTimer * MathHelper.TwoPi) * slot.HighlightTimer * 0.3f;
}
Color spriteColor = sprite == item.Sprite ? item.GetSpriteColor() : item.GetInventoryIconColor();
if (inventory != null && (inventory.Locked || inventory.slots[slotIndex].Items.All(it => it.NonInteractable || it.NonPlayerTeamInteractable))) { spriteColor *= 0.5f; }
if (CharacterHealth.OpenHealthWindow != null && !item.UseInHealthInterface && !item.AllowedSlots.Contains(InvSlotType.HealthInterface) && item.GetComponent<GeneticMaterial>() == null)
{
spriteColor = Color.Lerp(spriteColor, Color.TransparentBlack, 0.5f);
}
else
{
sprite.Draw(spriteBatch, itemPos + Vector2.One * 2, Color.Black * 0.6f, rotate: rotation, scale: scale);
}
sprite.Draw(spriteBatch, itemPos, spriteColor, rotation, scale);
if (((item.SpawnedInCurrentOutpost && !item.AllowStealing) || (inventory != null && inventory.slots[slotIndex].Items.Any(it => it.SpawnedInCurrentOutpost && !it.AllowStealing))) && CharacterInventory.LimbSlotIcons.ContainsKey(InvSlotType.LeftHand))
{
var stealIcon = CharacterInventory.LimbSlotIcons[InvSlotType.LeftHand];
Vector2 iconSize = new Vector2(25 * GUI.Scale);
stealIcon.Draw(
spriteBatch,
new Vector2(rect.X + iconSize.X * 0.2f, rect.Bottom - iconSize.Y * 1.2f),
color: GUIStyle.Red,
scale: iconSize.X / stealIcon.size.X);
}
int maxStackSize = item.Prefab.MaxStackSize;
if (inventory is ItemInventory itemInventory)
{
maxStackSize = Math.Min(maxStackSize, itemInventory.Container.GetMaxStackSize(slotIndex));
}
if (maxStackSize > 1 && inventory != null)
{
int itemCount = slot.MouseOn() ? inventory.slots[slotIndex].Items.Count : inventory.slots[slotIndex].Items.Where(it => !DraggingItems.Contains(it)).Count();
if (item.IsFullCondition || MathUtils.NearlyEqual(item.Condition, 0.0f) || itemCount > 1)
{
Vector2 stackCountPos = new Vector2(rect.Right, rect.Bottom);
string stackCountText = "x" + itemCount;
stackCountPos -= GUIStyle.SmallFont.MeasureString(stackCountText) + new Vector2(4, 2);
GUIStyle.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos + Vector2.One, Color.Black);
GUIStyle.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos, Color.White);
}
}
if (HealingCooldown.IsOnCooldown && item.HasTag(HealingCooldown.MedicalItemTag))
{
RectangleF cdRect = rect;
// shrink the rect from top to bottom depending on HealingCooldown.NormalizedCooldown
cdRect.Height *= HealingCooldown.NormalizedCooldown;
cdRect.Y += rect.Height;
GUI.DrawFilledRectangle(spriteBatch, cdRect, Color.White * 0.5f);
}
}
if (inventory != null &&
!inventory.Locked &&
Character.Controlled?.Inventory == inventory &&
slot.InventoryKeyIndex != -1 &&
slot.InventoryKeyIndex < GameSettings.CurrentConfig.InventoryKeyMap.Bindings.Length)
{
spriteBatch.Draw(slotHotkeySprite.Texture, rect.ScaleSize(1.15f), slotHotkeySprite.SourceRect, slotColor);
GUI.DrawString(spriteBatch, rect.Location.ToVector2() + new Vector2((int)(4.25f * UIScale), (int)Math.Ceiling(-1.5f * UIScale)), GameSettings.CurrentConfig.InventoryKeyMap.Bindings[slot.InventoryKeyIndex].Name, Color.Black, font: GUIStyle.HotkeyFont);
}
}
private static void DrawItemStateIndicator(
SpriteBatch spriteBatch, Inventory inventory,
Sprite indicatorSprite, Sprite emptyIndicatorSprite, Rectangle containedIndicatorArea, float containedState,
bool pulsate = false)
{
Color backgroundColor = GUIStyle.ColorInventoryBackground;
if (indicatorSprite == null)
{
containedIndicatorArea.Inflate(0, -2);
GUI.DrawRectangle(spriteBatch, containedIndicatorArea, backgroundColor, true);
GUI.DrawRectangle(spriteBatch,
new Rectangle(containedIndicatorArea.X, containedIndicatorArea.Y, (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Height),
ToolBox.GradientLerp(containedState, GUIStyle.ColorInventoryEmpty, GUIStyle.ColorInventoryHalf, GUIStyle.ColorInventoryFull) * 0.8f, true);
GUI.DrawLine(spriteBatch,
new Vector2(containedIndicatorArea.X + (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Y),
new Vector2(containedIndicatorArea.X + (int)(containedIndicatorArea.Width * containedState), containedIndicatorArea.Bottom),
Color.Black * 0.8f);
}
else
{
float indicatorScale = Math.Min(
containedIndicatorArea.Width / (float)indicatorSprite.SourceRect.Width,
containedIndicatorArea.Height / (float)indicatorSprite.SourceRect.Height);
if (pulsate)
{
indicatorScale += ((float)Math.Sin(Timing.TotalTime * 5.0f) + 1.0f) * 0.2f;
}
indicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
(inventory != null && inventory.Locked) ? backgroundColor * 0.5f : backgroundColor,
origin: indicatorSprite.size / 2,
rotate: 0.0f,
scale: indicatorScale);
if (containedState > 0.0f)
{
Color indicatorColor = ToolBox.GradientLerp(containedState, GUIStyle.ColorInventoryEmpty, GUIStyle.ColorInventoryHalf, GUIStyle.ColorInventoryFull);
if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.Location, new Point((int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Height)),
color: indicatorColor,
rotation: 0.0f,
origin: indicatorSprite.size / 2,
scale: indicatorScale,
effects: SpriteEffects.None, layerDepth: 0.0f);
spriteBatch.Draw(indicatorSprite.Texture, containedIndicatorArea.Center.ToVector2(),
sourceRectangle: new Rectangle(indicatorSprite.SourceRect.X - 1 + (int)(indicatorSprite.SourceRect.Width * containedState), indicatorSprite.SourceRect.Y, Math.Max((int)Math.Ceiling(1 / indicatorScale), 2), indicatorSprite.SourceRect.Height),
color: Color.Black,
rotation: 0.0f,
origin: new Vector2(indicatorSprite.size.X * (0.5f - containedState), indicatorSprite.size.Y * 0.5f),
scale: indicatorScale,
effects: SpriteEffects.None, layerDepth: 0.0f);
}
else if (emptyIndicatorSprite != null)
{
Color indicatorColor = GUIStyle.ColorInventoryEmptyOverlay;
if (inventory != null && inventory.Locked) { indicatorColor *= 0.5f; }
emptyIndicatorSprite.Draw(spriteBatch, containedIndicatorArea.Center.ToVector2(),
indicatorColor,
origin: emptyIndicatorSprite.size / 2,
rotate: 0.0f,
scale: indicatorScale);
}
}
}
public void ClientEventRead(IReadMessage msg, float sendingTime)
{
UInt16 lastEventID = msg.ReadUInt16();
SharedRead(msg, out receivedItemIDs);
//delay applying the new state if less than 1 second has passed since this client last sent a state to the server
//prevents the inventory from briefly reverting to an old state if items are moved around in quick succession
//also delay if we're still midround syncing, some of the items in the inventory may not exist yet
if (syncItemsDelay > 0.0f || GameMain.Client.MidRoundSyncing || NetIdUtils.IdMoreRecent(lastEventID, GameMain.Client.EntityEventManager.LastReceivedID))
{
if (syncItemsCoroutine != null) CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = CoroutineManager.StartCoroutine(SyncItemsAfterDelay(lastEventID));
}
else
{
if (syncItemsCoroutine != null)
{
CoroutineManager.StopCoroutines(syncItemsCoroutine);
syncItemsCoroutine = null;
}
ApplyReceivedState();
}
}
private IEnumerable<CoroutineStatus> SyncItemsAfterDelay(UInt16 lastEventID)
{
while (syncItemsDelay > 0.0f ||
//don't apply inventory updates until
// 1. MidRound syncing is done AND
// 2. We've received all the events created before the update was written (otherwise we may not yet know about some items the server has spawned in the inventory)
(GameMain.Client != null && (GameMain.Client.MidRoundSyncing || NetIdUtils.IdMoreRecent(lastEventID, GameMain.Client.EntityEventManager.LastReceivedID))))
{
if (GameMain.GameSession == null || Level.Loaded == null)
{
yield return CoroutineStatus.Success;
}
syncItemsDelay = Math.Max((float)(syncItemsDelay - Timing.Step), 0.0f);
yield return CoroutineStatus.Running;
}
if (Owner.Removed || GameMain.Client == null)
{
yield return CoroutineStatus.Success;
}
ApplyReceivedState();
yield return CoroutineStatus.Success;
}
public void ApplyReceivedState()
{
if (receivedItemIDs == null || (Owner != null && Owner.Removed)) { return; }
for (int i = 0; i < capacity; i++)
{
foreach (Item item in slots[i].Items.ToList())
{
if (!receivedItemIDs[i].Contains(item.ID))
{
item.Drop(null);
}
}
}
//iterate backwards to get the item to the Any slots first
for (int i = capacity - 1; i >= 0; i--)
{
if (!receivedItemIDs[i].Any()) { continue; }
foreach (UInt16 id in receivedItemIDs[i])
{
if (!(Entity.FindEntityByID(id) is Item item) || slots[i].Contains(item)) { continue; }
if (!TryPutItem(item, i, false, false, null, false))
{
ForceToSlot(item, i);
}
for (int j = 0; j < capacity; j++)
{
if (slots[j].Contains(item) && !receivedItemIDs[j].Contains(item.ID))
{
slots[j].RemoveItem(item);
}
}
}
}
receivedItemIDs = null;
}
public void ClientEventWrite(IWriteMessage msg, NetEntityEvent.IData extraData = null)
{
SharedWrite(msg, extraData);
syncItemsDelay = 1.0f;
}
}
}