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using Microsoft.Xna.Framework ;
using Microsoft.Xna.Framework.Graphics ;
using UIInfoSuite.Extensions ;
using StardewModdingAPI.Events ;
using StardewValley ;
using StardewValley.Menus ;
using System ;
using System.Collections.Generic ;
using System.IO ;
using System.Reflection ;
using StardewModdingAPI ;
namespace UIInfoSuite.UIElements
{
class ShowCalendarAndBillboardOnGameMenuButton : IDisposable
{
private ClickableTextureComponent _showBillboardButton =
new ClickableTextureComponent (
new Rectangle ( 0 , 0 , 99 , 60 ) ,
Game1 . content . Load < Texture2D > ( Path . Combine ( "Maps" , "summer_town" ) ) ,
new Rectangle ( 122 , 291 , 35 , 20 ) ,
3f ) ;
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private readonly IModHelper _helper ;
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private Item _hoverItem = null ;
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private Item _heldItem = null ;
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public ShowCalendarAndBillboardOnGameMenuButton ( IModHelper helper )
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{
_helper = helper ;
}
public void ToggleOption ( bool showCalendarAndBillboard )
{
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_helper . Events . Display . RenderedActiveMenu - = OnRenderedActiveMenu ;
_helper . Events . Input . ButtonPressed - = OnButtonPressed ;
_helper . Events . GameLoop . UpdateTicked - = OnUpdateTicked ;
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if ( showCalendarAndBillboard )
{
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_helper . Events . Display . RenderedActiveMenu + = OnRenderedActiveMenu ;
_helper . Events . Input . ButtonPressed + = OnButtonPressed ;
_helper . Events . GameLoop . UpdateTicked + = OnUpdateTicked ;
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}
}
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/// <summary>Raised after the game state is updated (≈60 times per second).</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnUpdateTicked ( object sender , EventArgs e )
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{
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// get hover item
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_hoverItem = Tools . GetHoveredItem ( ) ;
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if ( Game1 . activeClickableMenu is GameMenu gameMenu )
{
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List < IClickableMenu > menuList = gameMenu . pages ;
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if ( menuList [ 0 ] is InventoryPage inventory )
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{
_heldItem = Game1 . player . CursorSlotItem ;
}
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}
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}
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public void Dispose ( )
{
ToggleOption ( false ) ;
}
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/// <summary>Raised after the player presses a button on the keyboard, controller, or mouse.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnButtonPressed ( object sender , ButtonPressedEventArgs e )
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{
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if ( e . Button = = SButton . MouseLeft )
ActivateBillboard ( ) ;
else if ( e . Button = = SButton . ControllerA )
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ActivateBillboard ( ) ;
}
private void ActivateBillboard ( )
{
if ( Game1 . activeClickableMenu is GameMenu & &
( Game1 . activeClickableMenu as GameMenu ) . currentTab = = 0 & &
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_showBillboardButton . containsPoint ( Game1 . getMouseX ( ) , Game1 . getMouseY ( ) )
& & _heldItem = = null )
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{
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if ( Game1 . questOfTheDay ! = null & &
String . IsNullOrEmpty ( Game1 . questOfTheDay . currentObjective ) )
Game1 . questOfTheDay . currentObjective = "wat?" ;
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Game1 . activeClickableMenu =
new Billboard ( ! ( Game1 . getMouseX ( ) <
_showBillboardButton . bounds . X + _showBillboardButton . bounds . Width / 2 ) ) ;
}
}
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/// <summary>When a menu is open (<see cref="Game1.activeClickableMenu"/> isn't null), raised after that menu is drawn to the sprite batch but before it's rendered to the screen.</summary>
/// <param name="sender">The event sender.</param>
/// <param name="e">The event arguments.</param>
private void OnRenderedActiveMenu ( object sender , EventArgs e )
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{
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if ( _hoverItem = = null & &
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Game1 . activeClickableMenu is GameMenu gameMenu & &
gameMenu . currentTab = = 0
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& & _heldItem = = null )
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{
_showBillboardButton . bounds . X = Game1 . activeClickableMenu . xPositionOnScreen + Game1 . activeClickableMenu . width - 160 ;
_showBillboardButton . bounds . Y = Game1 . activeClickableMenu . yPositionOnScreen + Game1 . activeClickableMenu . height - 300 ;
_showBillboardButton . draw ( Game1 . spriteBatch ) ;
if ( _showBillboardButton . containsPoint ( Game1 . getMouseX ( ) , Game1 . getMouseY ( ) ) )
{
String hoverText = Game1 . getMouseX ( ) <
_showBillboardButton . bounds . X + _showBillboardButton . bounds . Width / 2 ?
LanguageKeys . Calendar : LanguageKeys . Billboard ;
IClickableMenu . drawHoverText (
Game1 . spriteBatch ,
_helper . SafeGetString ( hoverText ) ,
Game1 . dialogueFont ) ;
}
}
}
}
}