DEADSOFTWARE

4e65b41dc3dce3102e12c501ac9aa845d8692aaa
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / render / WindowsRenderer.kt
1 package ru.deadsoftware.cavedroid.game.render
3 import com.badlogic.gdx.Gdx
4 import com.badlogic.gdx.graphics.g2d.SpriteBatch
5 import com.badlogic.gdx.graphics.glutils.ShapeRenderer
6 import com.badlogic.gdx.math.Rectangle
7 import ru.deadsoftware.cavedroid.game.GameScope
8 import ru.deadsoftware.cavedroid.game.GameUiWindow
9 import ru.deadsoftware.cavedroid.game.render.windows.*
10 import ru.deadsoftware.cavedroid.game.ui.windows.GameWindowsManager
11 import javax.inject.Inject
13 @GameScope
14 @GameRenderer
15 class WindowsRenderer @Inject constructor(
16 private val creativeWindowRenderer: CreativeWindowRenderer,
17 private val survivalWindowRenderer: SurvivalWindowRenderer,
18 private val craftingWindowRenderer: CraftingWindowRenderer,
19 private val gameWindowsManager: GameWindowsManager,
20 private val furnaceWindowRenderer: FurnaceWindowRenderer,
21 private val chestWindowRenderer: ChestWindowRenderer,
22 ) : IGameRenderer {
24 override val renderLayer get() = RENDER_LAYER
26 override fun draw(spriteBatch: SpriteBatch, shapeRenderer: ShapeRenderer, viewport: Rectangle, delta: Float) {
27 when (val windowType = gameWindowsManager.getCurrentWindow()) {
28 GameUiWindow.CREATIVE_INVENTORY -> creativeWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
29 GameUiWindow.SURVIVAL_INVENTORY -> survivalWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
30 GameUiWindow.CRAFTING_TABLE -> craftingWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
31 GameUiWindow.FURNACE -> furnaceWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
32 GameUiWindow.CHEST -> chestWindowRenderer.draw(spriteBatch, shapeRenderer, viewport, delta)
33 GameUiWindow.NONE -> return
34 else -> Gdx.app.error(TAG, "Cannot draw window: ${windowType.name}")
35 }
36 }
38 companion object {
39 private const val TAG = "WindowsRenderer"
41 const val RENDER_LAYER = 100600
42 }
43 }