151 lines
5.8 KiB
C#
151 lines
5.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Revitalize.Framework.Energy;
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using Revitalize.Framework.Objects;
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using Revitalize.Framework.Utilities;
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using StardewValley;
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using StardustCore.UIUtilities;
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using StardustCore.UIUtilities.MenuComponents.ComponentsV2.Buttons;
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namespace Revitalize.Framework.Menus.Machines
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{
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public class MachineSummaryMenu : IClickableMenuExtended
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{
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/// <summary>
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/// The custom object to be gathering information from.
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/// </summary>
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private CustomObject objectSource;
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/// <summary>
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/// The background color for the menu.
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/// </summary>
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private Color backgroundColor;
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/// <summary>
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/// The hover text to display for the menu.
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/// </summary>
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private string hoverText;
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private AnimatedButton batteryBackground;
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private AnimatedButton battergyEnergyGuage;
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private Vector2 energyPosition;
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private Texture2D energyTexture;
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private Vector2 itemDisplayOffset;
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private EnergyManager energy
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{
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get
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{
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return this.objectSource.EnergyManager;
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}
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}
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public MachineSummaryMenu()
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{
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}
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public MachineSummaryMenu(int x, int y, int width, int height, Color BackgroundColor, CustomObject SourceObject):base(x,y,width,height,false)
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{
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this.objectSource = SourceObject;
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this.backgroundColor = BackgroundColor;
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this.energyTexture = new Texture2D(Game1.graphics.GraphicsDevice, 1, 1);
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this.colorSwap();
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this.energyPosition = new Vector2(this.xPositionOnScreen + this.width - 128, this.yPositionOnScreen + this.height - 72*4);
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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);
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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);
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this.itemDisplayOffset = ObjectUtilities.GetDimensionOffsetFromItem(this.objectSource);
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}
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public override void performHoverAction(int x, int y)
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{
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bool hovered = false;
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if (this.batteryBackground.containsPoint(x, y))
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{
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this.hoverText ="Energy: "+this.energy.energyDisplayString;
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hovered = true;
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}
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if (hovered == false)
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{
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this.hoverText = "";
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}
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}
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/// <summary>
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/// Draws the menu to the screen.
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/// </summary>
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/// <param name="b"></param>
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public override void draw(SpriteBatch b)
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{
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this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, this.backgroundColor);
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this.batteryBackground.draw(b, 1f, 1f);
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this.colorSwap();
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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)(9*this.batteryBackground.scale), (int)(46*this.batteryBackground.scale)), new Rectangle(0, 0, 1, 1), Color.White, 0f, Vector2.Zero, SpriteEffects.None, 0.2f);
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this.battergyEnergyGuage.draw(b, 1f, 1f);
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this.objectSource.drawFullyInMenu(b,new Vector2((int)(this.xPositionOnScreen+ (this.width / 2) - (this.itemDisplayOffset.X / 2)),(int)(this.yPositionOnScreen+128f)),.24f);
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Vector2 nameOffset = Game1.dialogueFont.MeasureString(this.objectSource.DisplayName);
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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);
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if (string.IsNullOrEmpty(this.hoverText) == false)
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{
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IClickableMenuExtended.drawHoverText(b, this.hoverText, Game1.dialogueFont);
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}
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this.drawMouse(b);
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}
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/// <summary>
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/// Swaps the color for the energy bar meter depending on how much energy is left.
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/// </summary>
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private void colorSwap()
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{
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Color col = new Color();
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//ModCore.log("Energy is: " + this.energy.energyPercentRemaining);
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if (this.energy.energyPercentRemaining > .75d)
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{
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col = Color.Green;
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}
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else if (this.energy.energyPercentRemaining > .5d && this.energy.energyPercentRemaining <= .75d)
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{
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col = Color.GreenYellow;
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}
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else if(this.energy.energyPercentRemaining>.25d && this.energy.energyPercentRemaining <= .5d)
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{
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col = Color.Yellow;
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}
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else if (this.energy.energyPercentRemaining > .10d && this.energy.energyPercentRemaining <= .25d)
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{
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col = Color.Orange;
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}
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else
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{
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col = Color.Red;
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}
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Color[] color = new Color[1]
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{
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col
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};
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this.energyTexture.SetData<Color>(color);
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}
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}
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}
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