220 lines
7.0 KiB
Lua
220 lines
7.0 KiB
Lua
local icons = require("lib.utils.sprite_atlas").load(Tree.assets.files.dev_icons)
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local easing = require "lib.utils.easing"
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local AnimationNode = require "lib.animation_node"
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local Element = require "lib.simple_ui.element"
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local Rect = require "lib.simple_ui.rect"
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local UI_SCALE = require "lib.simple_ui.level.scale"
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--- @class SkillButton : UIElement
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--- @field hovered boolean
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--- @field selected boolean
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--- @field onClick function?
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--- @field icon? string
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local skillButton = setmetatable({}, Element)
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skillButton.__index = skillButton
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function skillButton:update(dt)
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if not self.icon then return end
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local mx, my = love.mouse.getPosition()
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if self:hitTest(mx, my) then
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self.hovered = true
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if Tree.controls:isJustPressed("select") then
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if self.onClick then self.onClick() end
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Tree.controls:consume("select")
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end
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else
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self.hovered = false
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end
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end
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function skillButton:draw()
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love.graphics.setLineWidth(2)
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if not self.icon then
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love.graphics.setColor(0.05, 0.05, 0.05)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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self:drawBorder("inner")
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return
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end
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local quad = icons:pickQuad(self.icon)
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love.graphics.push()
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love.graphics.translate(self.bounds.x, self.bounds.y)
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love.graphics.scale(self.bounds.width / icons.tileSize, self.bounds.height / icons.tileSize)
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love.graphics.draw(icons.atlas, quad)
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love.graphics.pop()
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self:drawBorder("inner")
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if self.selected then
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love.graphics.setColor(0.3, 1, 0.3, 0.5)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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elseif self.hovered then
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love.graphics.setColor(0.7, 1, 0.7, 0.5)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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end
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love.graphics.setColor(1, 1, 1)
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end
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--------------------------------------------------------------------------------
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--- @class SkillRow : UIElement
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--- @field characterId Id
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--- @field selected SkillButton?
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--- @field animationNode AnimationNode
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--- @field state "show" | "idle" | "hide"
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--- @field children SkillButton[]
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local skillRow = setmetatable({}, Element)
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skillRow.__index = skillRow
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--- @param characterId Id
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--- @return SkillRow
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function skillRow.new(characterId)
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local t = {
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characterId = characterId,
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state = "show",
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children = {}
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}
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setmetatable(t, skillRow)
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local char = Tree.level.characters[characterId]
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char:try(Tree.behaviors.spellcaster, function(behavior)
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for i, spell in ipairs(behavior.spellbook) do
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local skb = skillButton:new { icon = spell.tag }
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skb.onClick = function()
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if t.state ~= "idle" then return end
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skb.selected = not skb.selected
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if t.selected then t.selected.selected = false end
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t.selected = skb
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if not behavior.cast then
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behavior.cast = behavior.spellbook[i]
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behavior.state = "casting"
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else
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behavior.state = "idle"
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behavior.cast = nil
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end
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end
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t.children[i] = skb
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end
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end)
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for i = #t.children + 1, 7, 1 do
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t.children[i] = skillButton:new {}
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end
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return t
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end
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function skillRow:show()
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AnimationNode {
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function(animationNode)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = animationNode
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self.state = "show"
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end,
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duration = 300,
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onEnd = function()
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self.state = "idle"
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end,
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easing = easing.easeOutCubic
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}:run()
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end
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function skillRow:hide()
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AnimationNode {
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function(animationNode)
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if self.animationNode then self.animationNode:finish() end
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self.animationNode = animationNode
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self.state = "hide"
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end,
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duration = 300,
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easing = easing.easeOutCubic
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}:run()
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end
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function skillRow:update(dt)
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if self.animationNode then self.animationNode:update(dt) end
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local iconSize = 64 * UI_SCALE
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local screenW, screenH = love.graphics.getDimensions()
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local padding, margin = 8, 4
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local count = #self.children -- слоты под скиллы
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self.bounds = Rect {
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width = iconSize * count + (count + 1) * margin,
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height = iconSize + 2 * margin,
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}
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self.bounds.y = screenH - self.bounds.height - padding -- отступ снизу
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self.bounds.x = screenW / 2 - self.bounds.width / 2
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for i, skb in ipairs(self.children) do
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skb.bounds = Rect { x = self.bounds.x + margin + (i - 1) * (iconSize + margin), -- друг за другом, включая первый отступ от границы
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y = self.bounds.y + margin, height = iconSize, width = iconSize }
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skb:update(dt)
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end
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end
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local c = love.graphics.newCanvas(1280, 720) --- @TODO: выставлять канвасу правильный размер в зависимости от окна
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function skillRow:draw()
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love.graphics.setCanvas({ c, stencil = true })
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love.graphics.clear()
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love.graphics.setColor(1, 1, 1)
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-- сначала иконки скиллов
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for _, skb in ipairs(self.children) do
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skb:draw()
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end
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-- маска для вырезов под иконки
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love.graphics.setShader(Tree.assets.files.shaders.alpha_mask)
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love.graphics.stencil(function()
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local mask = Tree.assets.files.masks.rrect32
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local maskSize = mask:getWidth()
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for _, skb in ipairs(self.children) do
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love.graphics.draw(mask, skb.bounds.x, skb.bounds.y, 0,
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skb.bounds.width / maskSize, skb.bounds.height / maskSize)
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end
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end, "replace", 1)
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love.graphics.setShader()
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-- дальше рисуем панель, перекрывая иконки
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love.graphics.setStencilTest("less", 1)
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-- шум
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love.graphics.setShader(Tree.assets.files.shaders.soft_uniform_noise)
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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love.graphics.setShader()
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-- фон
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love.graphics.setColor(38 / 255, 50 / 255, 56 / 255)
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love.graphics.setBlendMode("multiply", "premultiplied")
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love.graphics.rectangle("fill", self.bounds.x, self.bounds.y, self.bounds.width, self.bounds.height)
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love.graphics.setBlendMode("alpha")
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--граница
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self:drawBorder("outer")
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love.graphics.setStencilTest()
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--затенение
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self:drawGradientOverlay()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setCanvas()
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local alpha = 1
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if self.state == "show" then
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alpha = self.animationNode:getValue()
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elseif self.state == "hide" then
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alpha = 1 - self.animationNode:getValue()
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end
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love.graphics.setColor(1, 1, 1, alpha)
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love.graphics.draw(c)
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end
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return skillRow.new
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