131 lines
3.4 KiB
Go
131 lines
3.4 KiB
Go
package doodle
|
|
|
|
import (
|
|
"fmt"
|
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
|
|
"git.kirsle.net/go/render"
|
|
"git.kirsle.net/go/ui"
|
|
)
|
|
|
|
// setupInventoryHud configures the Inventory HUD.
|
|
func (s *PlayScene) setupInventoryHud() {
|
|
s.invenFrame = ui.NewFrame("Inventory")
|
|
s.invenDoodads = map[string]*uix.Canvas{}
|
|
s.invenFrame.Configure(ui.Config{
|
|
BorderStyle: ui.BorderRaised,
|
|
BorderSize: 2,
|
|
Background: render.RGBA(128, 128, 128, 60),
|
|
})
|
|
|
|
// Items label.
|
|
label := ui.NewLabel(ui.Label{
|
|
Text: "Items:",
|
|
Font: balance.LabelFont,
|
|
})
|
|
label.Compute(s.d.Engine)
|
|
|
|
// Configure the label tall enough to cover typical 32x32 item doodads.
|
|
// This pushes the Frame height tall enough.
|
|
label.Configure(ui.Config{
|
|
Height: 36,
|
|
Width: label.Size().W + 2,
|
|
})
|
|
s.invenFrame.Pack(label, ui.Pack{
|
|
Side: ui.W,
|
|
PadX: 2,
|
|
PadY: 4,
|
|
})
|
|
|
|
// Add the inventory frame to the screen frame.
|
|
s.screen.Place(s.invenFrame, ui.Place{
|
|
Top: 40,
|
|
Right: 40,
|
|
})
|
|
|
|
// Hide inventory if empty.
|
|
if len(s.invenItems) == 0 {
|
|
s.invenFrame.Hide()
|
|
}
|
|
}
|
|
|
|
// computeInventory adjusts the inventory HUD when the player's inventory changes.
|
|
func (s *PlayScene) computeInventory() {
|
|
items := s.Player.ListItems()
|
|
|
|
// Inventory has changed! See which doodads we have
|
|
// and which we need to load.
|
|
var seen = map[string]interface{}{}
|
|
for _, filename := range items {
|
|
seen[filename] = nil
|
|
|
|
if _, ok := s.invenDoodads[filename]; !ok {
|
|
// Cache miss. Load the doodad here.
|
|
doodad, err := doodads.LoadFile(filename)
|
|
if err != nil {
|
|
s.d.FlashError("Inventory item '%s' error: %s", filename, err)
|
|
continue
|
|
}
|
|
|
|
canvas := uix.NewCanvas(doodad.ChunkSize(), false)
|
|
canvas.SetBackground(render.RGBA(1, 0, 0, 0))
|
|
canvas.LoadDoodad(doodad)
|
|
canvas.Resize(render.NewRect(
|
|
doodad.ChunkSize(), doodad.ChunkSize(),
|
|
))
|
|
s.invenFrame.Pack(canvas, ui.Pack{
|
|
Side: ui.W,
|
|
|
|
// TODO: work around a weird padding bug. item had too
|
|
// tall a top margin when added to the inventory frame!
|
|
PadX: 8,
|
|
})
|
|
s.invenDoodads[filename] = canvas
|
|
}
|
|
|
|
// For items with >1 quantity, show the quantity in the corner.
|
|
if qty := s.Player.HasItem(filename); qty > 0 {
|
|
s.invenDoodads[filename].CornerLabel = fmt.Sprintf("%d", qty)
|
|
} else {
|
|
s.invenDoodads[filename].CornerLabel = ""
|
|
}
|
|
|
|
s.invenDoodads[filename].Show()
|
|
}
|
|
|
|
// Hide any doodad that used to be in the inventory but now is not.
|
|
for filename, canvas := range s.invenDoodads {
|
|
if _, ok := seen[filename]; !ok {
|
|
canvas.Hide()
|
|
}
|
|
}
|
|
|
|
// Recompute the size of the inventory frame.
|
|
// TODO: this works around a bug in ui.Frame, at the bottom of
|
|
// compute_packed, a frame Resize's itself to fit the children but this
|
|
// trips the "manually set size" boolean... packing more items after a
|
|
// computer doesn't resize the frame. So here, we resize-auto it to
|
|
// reset that boolean so the next compute, picks the right size.
|
|
s.invenFrame.Configure(ui.Config{
|
|
AutoResize: true,
|
|
Width: 1,
|
|
Height: 1,
|
|
})
|
|
s.invenFrame.Compute(s.d.Engine)
|
|
|
|
// If we removed all items, hide the frame.
|
|
if len(items) == 0 {
|
|
s.invenFrame.Hide()
|
|
} else {
|
|
s.invenFrame.Show()
|
|
}
|
|
|
|
// Cache the item list so we don't run the above logic every single tick.
|
|
s.invenItems = items
|
|
|
|
// Compute the inventory frame so it positions and wraps the items.
|
|
s.screen.Compute(s.d.Engine)
|
|
}
|