Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Menus/Machines/MachineSummaryMenu.cs

232 lines
10 KiB
C#

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
{
/// <summary>
/// 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.
/// </summary>
public class MachineSummaryMenu : IClickableMenuExtended
{
/// <summary>
/// The custom object to be gathering information from.
/// </summary>
private CustomObject objectSource;
/// <summary>
/// The background color for the menu.
/// </summary>
private Color backgroundColor;
/// <summary>
/// The hover text to display for the menu.
/// </summary>
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 AnimatedButton energyRequiredButton;
private Vector2 energyRequiredDisplayLocation;
private AnimatedButton storageButton;
private Vector2 storageRemainingDisplayLocation;
private int requiredEnergyPer10Min;
private EnergyManager energy
{
get
{
return this.objectSource.EnergyManager;
}
}
/// <summary>
/// Should this menu draw the battery for the energy guage?
/// </summary>
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,int RequiredEnergyPer10Min) : 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.energyRequiredDisplayLocation = this.timeDisplayLocation + new Vector2(0, 64);
this.storageRemainingDisplayLocation = this.energyRequiredDisplayLocation + new Vector2(0, 64);
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);
this.energyRequiredButton=new AnimatedButton(new StardustCore.Animations.AnimatedSprite("Energy Required", this.energyRequiredDisplayLocation, new StardustCore.Animations.AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Menus.EnergyMenu", "LightningBolt"), new StardustCore.Animations.Animation(0, 0, 16, 16)), Color.White), new Rectangle(0, 0, 16, 16), 2f);
this.storageButton = new AnimatedButton(new StardustCore.Animations.AnimatedSprite("Storage Remaining", this.storageRemainingDisplayLocation, new StardustCore.Animations.AnimationManager(TextureManager.GetExtendedTexture(ModCore.Manifest, "Menus", "Chest"), new StardustCore.Animations.Animation(0, 0, 16, 32)), Color.White), new Rectangle(0, 0, 16, 32), 1f);
this.requiredEnergyPer10Min = RequiredEnergyPer10Min;
}
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 (this.energyRequiredButton.containsPoint(x, y))
{
this.hoverText = this.getProperEnergyDescriptionString(this.requiredEnergyPer10Min);
hovered = true;
}
if (hovered == false)
{
this.hoverText = "";
}
}
protected virtual string getProperEnergyDescriptionString(int EnergyAmount)
{
if (this.energy.consumesEnergy)
{
return "Energy required per 10 minutes to run: " + System.Environment.NewLine + EnergyAmount;
}
else if (this.energy.producesEnergy)
{
return "Produces " + EnergyAmount + " per 10 minutes.";
}
else return "";
}
/// <summary>
/// Draws the menu to the screen.
/// </summary>
/// <param name="b"></param>
public override void draw(SpriteBatch b)
{
this.drawDialogueBoxBackground(this.xPositionOnScreen, this.yPositionOnScreen, this.width, this.height, this.backgroundColor);
this.clockSprite.draw(b);
b.DrawString(Game1.smallFont, TimeUtilities.GetTimeString(this.objectSource.MinutesUntilReady), this.timeDisplayLocation + new Vector2(0, 36f), Color.Black);
//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.energyRequiredButton.draw(b);
b.DrawString(Game1.smallFont, this.requiredEnergyPer10Min+" E/10m", this.energyRequiredDisplayLocation + new Vector2(0, 36f), Color.Black);
}
if (this.objectSource.info.inventory.HasInventory)
{
this.storageButton.draw(b);
b.DrawString(Game1.smallFont, "Storage remaining: "+ (this.objectSource.info.inventory.capacity-this.objectSource.info.inventory.ItemCount)+"/"+this.objectSource.info.inventory.capacity, this.storageRemainingDisplayLocation + new Vector2(0, 32f), 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);
}
/// <summary>
/// Swaps the color for the energy bar meter depending on how much energy is left.
/// </summary>
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>(color);
}
}
}