Files
LuaCsForBarotraumaEP/Subsurface/Screens/EditMapScreen.cs
Regalis11 d668ad0ede Merge branch 'master' of https://bitbucket.org/Regalis11/repo
Conflicts:
	Subsurface/Subsurface.csproj
	Subsurface_Solution.v12.suo
2015-06-14 18:18:24 +03:00

292 lines
10 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
namespace Subsurface
{
class EditMapScreen : Screen
{
Camera cam;
GUIComponent GUIpanel;
GUIComponent[] GUItabs;
int selectedTab;
//a character used for picking up and manipulating items
Character dummyCharacter;
bool characterMode;
public Camera Cam
{
get { return cam; }
}
public EditMapScreen()
{
cam = new Camera();
cam.Translate(new Vector2(-10.0f, 50.0f));
selectedTab = -1;
GUIpanel = new GUIFrame(new Rectangle(0,0, 120, Game1.GraphicsHeight), Color.DarkGray*0.8f);
GUIpanel.Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
//GUIListBox constructionList = new GUIListBox(new Rectangle(0, 0, 0, 300), Color.White * 0.7f, GUIpanel);
//constructionList.OnSelected = MapEntityPrefab.SelectPrefab;
//constructionList.CheckSelected = MapEntityPrefab.GetSelected;
GUIButton button = new GUIButton(new Rectangle(0, 50, 100, 20), "Items", GUI.style, Alignment.Left, GUIpanel);
button.UserData = 0;
button.OnClicked = SelectTab;
button = new GUIButton(new Rectangle(0, 80, 100, 20), "Structures", GUI.style, Alignment.Left, GUIpanel);
button.UserData = 1;
button.OnClicked = SelectTab;
button = new GUIButton(new Rectangle(0, 140, 100, 20), "Character mode", GUI.style, Alignment.Left, GUIpanel);
button.OnClicked = ToggleCharacterMode;
GUItabs = new GUIComponent[2];
int width = 400, height = 400;
GUItabs[0] = new GUIFrame(new Rectangle(Game1.GraphicsWidth/2-width/2, Game1.GraphicsHeight/2-height/2, width, height), Color.DarkGray*0.8f);
GUItabs[0].Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
GUIListBox itemList = new GUIListBox(new Rectangle(0, 0, 0, 0), Color.White * 0.7f, GUItabs[0]);
itemList.OnSelected = SelectPrefab;
itemList.CheckSelected = MapEntityPrefab.GetSelected;
GUItabs[1] = new GUIFrame(new Rectangle(Game1.GraphicsWidth / 2 - width / 2, Game1.GraphicsHeight / 2 - height / 2, width, height), Color.DarkGray * 0.8f);
GUItabs[1].Padding = new Vector4(10.0f, 10.0f, 10.0f, 10.0f);
GUIListBox structureList = new GUIListBox(new Rectangle(0, 0, 0, 300), Color.White * 0.7f, GUItabs[1]);
structureList.OnSelected = SelectPrefab;
structureList.CheckSelected = MapEntityPrefab.GetSelected;
foreach (MapEntityPrefab ep in MapEntityPrefab.list)
{
GUIListBox parent = ((ep as ItemPrefab) == null) ? structureList : itemList;
Color color = ((parent.CountChildren % 2) == 0) ? Color.White : Color.LightGray;
GUIFrame frame = new GUIFrame(new Rectangle(0, 0, 0, 50), Color.Transparent, parent);
frame.UserData = ep;
frame.Padding = new Vector4(5.0f, 5.0f, 5.0f, 5.0f);
frame.Color = color;
frame.HoverColor = Color.Gold * 0.2f;
frame.SelectedColor = Color.Gold * 0.5f;
GUITextBlock textBlock = new GUITextBlock(
new Rectangle(40, 0, 0, 25),
ep.Name,
Color.Transparent, Color.Black,
Alignment.Left,
Alignment.Left,
frame);
textBlock.Padding = new Vector4(5.0f, 0.0f, 5.0f, 0.0f);
if (ep.sprite != null)
{
GUIImage img = new GUIImage(new Rectangle(0, 0, 40, 40), ep.sprite, Alignment.Left, frame);
img.Scale = Math.Min(Math.Min(40.0f / img.SourceRect.Width, 40.0f / img.SourceRect.Height), 1.0f);
}
}
}
public override void Select()
{
base.Select();
GUIComponent.MouseOn = null;
characterMode = false;
//CreateDummyCharacter();
}
public override void Deselect()
{
base.Deselect();
GUIComponent.MouseOn = null;
if (dummyCharacter != null)
{
dummyCharacter.Remove();
dummyCharacter = null;
Game1.world.ProcessChanges();
}
}
private void CreateDummyCharacter()
{
if (dummyCharacter != null) dummyCharacter.Remove();
dummyCharacter = new Character("Content/Characters/Human/human.xml", Vector2.Zero);
Character.Controlled = dummyCharacter;
Game1.world.ProcessChanges();
}
private bool SelectTab(GUIButton button, object obj)
{
selectedTab = (int)obj;
return true;
}
private bool ToggleCharacterMode(GUIButton button, object obj)
{
characterMode = !characterMode;
button.Color = (characterMode) ? Color.Gold : Color.White;
if (characterMode)
{
CreateDummyCharacter();
}
else if (dummyCharacter != null)
{
dummyCharacter.Remove();
dummyCharacter = null;
}
foreach (MapEntity me in MapEntity.mapEntityList)
{
me.IsHighlighted = false;
me.IsSelected = false;
}
return true;
}
private bool SelectPrefab(object obj)
{
MapEntityPrefab.SelectPrefab(obj);
selectedTab = -1;
GUIComponent.MouseOn = null;
return true;
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(double deltaTime)
{
//Vector2 mousePosition = new Vector2(PlayerInput.GetMouseState.X, PlayerInput.GetMouseState.Y);
//mousePosition = cam.ScreenToWorld(mousePosition);
//if (!Character.characterList.Contains(dummyCharacter))
//{
// CreateDummyCharacter();
//}
cam.MoveCamera((float)deltaTime);
cam.Zoom = MathHelper.Clamp(cam.Zoom + PlayerInput.ScrollWheelSpeed/1000.0f,0.1f, 2.0f);
if (characterMode)
{
foreach (MapEntity me in MapEntity.mapEntityList)
{
me.IsHighlighted = false;
}
if (dummyCharacter.SelectedConstruction==null)
{
Vector2 mouseSimPos = FarseerPhysics.ConvertUnits.ToSimUnits(cam.ScreenToWorld(PlayerInput.MousePosition));
foreach (Limb limb in dummyCharacter.animController.limbs)
{
limb.body.SetTransform(mouseSimPos, 0.0f);
}
}
dummyCharacter.ControlLocalPlayer(cam, false);
dummyCharacter.Control((float)deltaTime, cam);
}
else
{
MapEntity.UpdateSelecting(cam);
}
GUIpanel.Update((float)deltaTime);
if (selectedTab > -1)
{
GUItabs[selectedTab].Update((float)deltaTime);
if (PlayerInput.RightButtonClicked()) selectedTab = -1;
}
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Draw(double deltaTime, GraphicsDevice graphics, SpriteBatch spriteBatch)
{
//cam.UpdateTransform();
spriteBatch.Begin(SpriteSortMode.BackToFront,
BlendState.AlphaBlend,
null, null, null, null,
cam.Transform);
graphics.Clear(new Color(0.051f, 0.149f, 0.271f, 1.0f));
Map.Draw(spriteBatch, true);
if (!characterMode)
{
if (MapEntityPrefab.Selected != null) MapEntityPrefab.Selected.UpdatePlacing(spriteBatch, cam);
MapEntity.DrawSelecting(spriteBatch, cam);
}
spriteBatch.End();
//-------------------- HUD -----------------------------
spriteBatch.Begin();
GUIpanel.Draw(spriteBatch);
if (selectedTab > -1) GUItabs[selectedTab].Draw(spriteBatch);
GUI.Draw((float)deltaTime, spriteBatch, cam);
//EntityPrefab.DrawList(spriteBatch, new Vector2(20,50));
if (characterMode)
{
if (dummyCharacter != null && dummyCharacter.SelectedConstruction != null)
{
if (dummyCharacter.SelectedConstruction == dummyCharacter.ClosestItem)
{
dummyCharacter.SelectedConstruction.DrawHUD(spriteBatch, dummyCharacter);
}
else
{
dummyCharacter.SelectedConstruction = null;
}
}
if (PlayerInput.GetMouseState.LeftButton != ButtonState.Pressed)
{
//if (Inventory.draggingItem!=null)
//{
// Inventory.draggingItem.see
//}
Inventory.draggingItem = null;
}
}
else
{
MapEntity.Edit(spriteBatch, cam);
}
spriteBatch.End();
}
}
}