using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Revitalize.Framework.Energy; using Revitalize.Framework.Objects; using Revitalize.Framework.Utilities; using StardewValley; using StardustCore.UIUtilities; using StardustCore.UIUtilities.MenuComponents.ComponentsV2.Buttons; namespace Revitalize.Framework.Menus.Machines { /// /// TODO: /// Add in minutes remaining display /// Add in remaining inventory space display. /// Make crafting menu require the object passed in to count down before crafting the recipe. /// public class MachineSummaryMenu : IClickableMenuExtended { /// /// The custom object to be gathering information from. /// private CustomObject objectSource; /// /// The background color for the menu. /// private Color backgroundColor; /// /// The hover text to display for the menu. /// private string hoverText; private AnimatedButton batteryBackground; private AnimatedButton battergyEnergyGuage; private Vector2 energyPosition; private Texture2D energyTexture; private Vector2 itemDisplayOffset; private AnimatedButton clockSprite; private Vector2 timeDisplayLocation; private EnergyManager energy { get { return this.objectSource.EnergyManager; } } /// /// Should this menu draw the battery for the energy guage? /// private bool shouldDrawBattery { get { return this.energy.maxEnergy != 0 || ModCore.Configs.machinesConfig.doMachinesConsumeEnergy==false; } } public MachineSummaryMenu() { } public MachineSummaryMenu(int x, int y, int width, int height, Color BackgroundColor, CustomObject SourceObject) : base(x, y, width, height, false) { this.objectSource = SourceObject; this.backgroundColor = BackgroundColor; this.energyTexture = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1); this.energyMeterColorSwap(); this.timeDisplayLocation = new Vector2(this.xPositionOnScreen + (this.width * .1f), this.yPositionOnScreen + (this.height * .25f)); this.energyPosition = new Vector2(this.xPositionOnScreen + this.width - 128, this.yPositionOnScreen + this.height - 72 * 4); this.batteryBackground = new AnimatedButton(new StardustCore.Animations.AnimatedSprite("BatteryFrame", this.energyPosition, new StardustCore.Animations.AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Menus.EnergyMenu", "BatteryFrame"), new StardustCore.Animations.Animation(0, 0, 32, 64)), Color.White), new Rectangle(0, 0, 32, 64), 4f); this.battergyEnergyGuage = new AnimatedButton(new StardustCore.Animations.AnimatedSprite("BatteryEnergyGuage", this.energyPosition, new StardustCore.Animations.AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Menus.EnergyMenu", "BatteryEnergyGuage"), new StardustCore.Animations.Animation(0, 0, 32, 64)), Color.White), new Rectangle(0, 0, 32, 64), 4f); this.itemDisplayOffset = ObjectUtilities.GetDimensionOffsetFromItem(this.objectSource); this.clockSprite= new AnimatedButton(new StardustCore.Animations.AnimatedSprite("Time Remaining",this.timeDisplayLocation, new StardustCore.Animations.AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Menus", "Clock"), new StardustCore.Animations.Animation(0, 0, 18, 18)), Color.White), new Rectangle(0, 0, 18, 18), 2f); } public override void performHoverAction(int x, int y) { bool hovered = false; if (this.batteryBackground.containsPoint(x, y) && this.shouldDrawBattery) { this.hoverText = "Energy: " + this.energy.energyDisplayString; hovered = true; } if (this.clockSprite.containsPoint(x, y)) { this.hoverText = "Time Remaining: " + System.Environment.NewLine + TimeUtilities.GetVerboseTimeString(this.objectSource.MinutesUntilReady); hovered = true; } if (hovered == false) { this.hoverText = ""; } } /// /// Draws the menu to the screen. /// /// public override void draw(SpriteBatch b) { this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, this.backgroundColor); //Draw the energy on the screen. if (this.shouldDrawBattery) { this.batteryBackground.draw(b, 1f, 1f); this.energyMeterColorSwap(); b.Draw(this.energyTexture, new Rectangle((int)this.energyPosition.X + (int)(11 * this.batteryBackground.scale), (int)this.energyPosition.Y + (int)(18 * this.batteryBackground.scale)+ (int)(46 * this.batteryBackground.scale), (int)((9 * this.batteryBackground.scale)), (int)(46 * this.batteryBackground.scale * this.energy.energyPercentRemaining)), new Rectangle(0, 0, 1, 1), Color.White, 0f, new Vector2(0f,1f), SpriteEffects.None, 0.2f); this.battergyEnergyGuage.draw(b, 1f, 1f); } this.clockSprite.draw(b); b.DrawString(Game1.smallFont,TimeUtilities.GetTimeString(this.objectSource.MinutesUntilReady), this.timeDisplayLocation+new Vector2(0,36f), Color.Black); this.objectSource.drawFullyInMenu(b, new Vector2((int)(this.xPositionOnScreen + (this.width / 2) - (this.itemDisplayOffset.X / 2)), (int)(this.yPositionOnScreen + 128f)), .24f); Vector2 nameOffset = Game1.dialogueFont.MeasureString(this.objectSource.DisplayName); b.DrawString(Game1.dialogueFont, this.objectSource.DisplayName, new Vector2(this.xPositionOnScreen + (this.width / 2) - nameOffset.X / 2, (this.yPositionOnScreen + 150f)) + new Vector2(0, ObjectUtilities.GetHeightOffsetFromItem(this.objectSource)), Color.Black); if (string.IsNullOrEmpty(this.hoverText) == false) { IClickableMenuExtended.drawHoverText(b, this.hoverText, Game1.dialogueFont); } this.drawMouse(b); } /// /// Swaps the color for the energy bar meter depending on how much energy is left. /// private void energyMeterColorSwap() { Color col = new Color(); //ModCore.log("Energy is: " + this.energy.energyPercentRemaining); if (this.energy.energyPercentRemaining > .75d) { col = Color.Green; } else if (this.energy.energyPercentRemaining > .5d && this.energy.energyPercentRemaining <= .75d) { col = Color.GreenYellow; } else if (this.energy.energyPercentRemaining > .25d && this.energy.energyPercentRemaining <= .5d) { col = Color.Yellow; } else if (this.energy.energyPercentRemaining > .10d && this.energy.energyPercentRemaining <= .25d) { col = Color.Orange; } else { col = Color.Red; } Color[] color = new Color[1] { col }; this.energyTexture.SetData(color); } } }