DEADSOFTWARE

Add my repo for automultibind
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / render / windows / CreativeWindowRenderer.kt
1 package ru.deadsoftware.cavedroid.game.render.windows
3 import com.badlogic.gdx.graphics.g2d.SpriteBatch
4 import com.badlogic.gdx.graphics.glutils.ShapeRenderer
5 import com.badlogic.gdx.math.Rectangle
6 import ru.deadsoftware.cavedroid.MainConfig
7 import ru.deadsoftware.cavedroid.game.GameItemsHolder
8 import ru.deadsoftware.cavedroid.game.GameScope
9 import ru.deadsoftware.cavedroid.game.windows.GameWindowsManager
10 import ru.deadsoftware.cavedroid.game.mobs.MobsController
11 import ru.deadsoftware.cavedroid.game.render.IGameRenderer
12 import ru.deadsoftware.cavedroid.game.render.WindowsRenderer
13 import ru.deadsoftware.cavedroid.game.windows.GameWindowsConfigs
14 import ru.deadsoftware.cavedroid.misc.Assets
15 import javax.inject.Inject
16 import kotlin.math.min
18 @GameScope
19 class CreativeWindowRenderer @Inject constructor(
20 private val mainConfig: MainConfig,
21 private val gameWindowsManager: GameWindowsManager,
22 private val gameItemsHolder: GameItemsHolder,
23 private val mobsController: MobsController,
24 ) : AbstractWindowRenderer(), IGameRenderer {
26 override val renderLayer get() = WindowsRenderer.RENDER_LAYER
28 private val creativeWindowTexture get() = requireNotNull(Assets.textureRegions[CREATIVE_WINDOW_KEY])
29 private val scrollIndicatorTexture get() = requireNotNull(Assets.textureRegions[SCROLL_INDICATOR_KEY])
32 override fun draw(spriteBatch: SpriteBatch, shapeRenderer: ShapeRenderer, viewport: Rectangle, delta: Float) {
33 val creativeWindow = creativeWindowTexture
35 val windowX = viewport.width / 2 - creativeWindow.regionWidth / 2
36 val windowY = viewport.height / 2 - creativeWindow.regionHeight / 2
37 val oneScrollAmount = GameWindowsConfigs.Creative.scrollIndicatorFullHeight / gameItemsHolder.getMaxCreativeScrollAmount()
39 spriteBatch.draw(creativeWindow, windowX, windowY)
40 spriteBatch.draw(
41 /* region = */ scrollIndicatorTexture,
42 /* x = */ windowX + GameWindowsConfigs.Creative.scrollIndicatorMarginLeft,
43 /* y = */ windowY + GameWindowsConfigs.Creative.scrollIndicatorMarginTop
44 + (gameWindowsManager.creativeScrollAmount * oneScrollAmount)
45 )
47 val allItems = gameItemsHolder.getAllItems()
48 val startIndex = gameWindowsManager.creativeScrollAmount * GameWindowsConfigs.Creative.itemsInRow
49 val endIndex = min(startIndex + GameWindowsConfigs.Creative.itemsOnPage, allItems.size)
50 val items = sequence {
51 for (i in startIndex..<endIndex) {
52 yield(allItems.elementAt(i))
53 }
54 }
56 drawItemsGrid(
57 spriteBatch = spriteBatch,
58 shapeRenderer = shapeRenderer,
59 gridX = windowX + GameWindowsConfigs.Creative.itemsGridMarginLeft,
60 gridY = windowY + GameWindowsConfigs.Creative.itemsGridMarginTop,
61 items = items.asIterable(),
62 itemsInRow = GameWindowsConfigs.Creative.itemsInRow,
63 cellWidth = GameWindowsConfigs.Creative.itemsGridColWidth,
64 cellHeight = GameWindowsConfigs.Creative.itemsGridRowHeight,
65 )
67 drawItemsGrid(
68 spriteBatch = spriteBatch,
69 shapeRenderer = shapeRenderer,
70 gridX = windowX + GameWindowsConfigs.Creative.itemsGridMarginLeft,
71 gridY = windowY + creativeWindow.regionHeight - GameWindowsConfigs.Creative.playerInventoryOffsetFromBottom,
72 items = mobsController.player.inventory.asSequence().take(GameWindowsConfigs.Creative.invItems).asIterable(),
73 itemsInRow = GameWindowsConfigs.Creative.invItems,
74 cellWidth = GameWindowsConfigs.Creative.itemsGridColWidth,
75 cellHeight = GameWindowsConfigs.Creative.itemsGridRowHeight,
76 )
77 }
79 companion object {
80 private const val CREATIVE_WINDOW_KEY = "creative"
81 private const val SCROLL_INDICATOR_KEY = "handle"
82 }
83 }