use crate::common::Rect; use crate::components::draw_common::{draw_number, Alignment}; use crate::entity::GameEntity; use crate::frame::Frame; use crate::framework::context::Context; use crate::framework::error::GameResult; use crate::input::touch_controls::TouchControlType; use crate::inventory::Inventory; use crate::player::Player; use crate::shared_game_state::SharedGameState; use crate::scripting::tsc::text_script::ScriptMode; use crate::weapon::{WeaponLevel, WeaponType}; #[derive(Copy, Clone, PartialEq, Eq)] #[repr(u8)] enum InventoryFocus { None, Weapons, Items, } #[derive(Copy, Clone)] struct InvWeaponData { wtype: WeaponType, level: WeaponLevel, ammo: u16, max_ammo: u16, } pub struct InventoryUI { tick: usize, text_y_pos: u16, selected_weapon: u16, selected_item: u16, weapon_count: u16, item_count: u16, weapon_data: [InvWeaponData; 8], item_data: [(u16, u16); 32], focus: InventoryFocus, } impl InventoryUI { pub fn new() -> InventoryUI { InventoryUI { text_y_pos: 16, tick: 0, selected_weapon: 0, selected_item: 0, weapon_count: 0, item_count: 0, weapon_data: [InvWeaponData { wtype: WeaponType::None, level: WeaponLevel::None, ammo: 0, max_ammo: 0 }; 8], item_data: [(0u16, 0u16); 32], focus: InventoryFocus::None, } } fn get_item_event_number(&self, inventory: &Inventory) -> u16 { inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 5000).unwrap_or(5000) } fn get_item_event_number_action(&self, inventory: &Inventory) -> u16 { inventory.get_item_idx(self.selected_item as usize).map(|i| i.0 + 6000).unwrap_or(6000) } fn exit(&mut self, state: &mut SharedGameState, player: &mut Player, inventory: &mut Inventory) { self.focus = InventoryFocus::None; inventory.current_item = 0; self.text_y_pos = 16; state.textscript_vm.reset(); state.textscript_vm.set_mode(ScriptMode::Map); player.controller.update_trigger(); } } impl GameEntity<(&mut Context, &mut Player, &mut Inventory)> for InventoryUI { fn tick( &mut self, state: &mut SharedGameState, (ctx, player, inventory): (&mut Context, &mut Player, &mut Inventory), ) -> GameResult<()> { let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale); let mut slot_rect = Rect::new_size(state.canvas_size.0 as isize - 34 - off_right as isize, 8 + off_top as isize, 26, 26); state.touch_controls.control_type = TouchControlType::None; if state.control_flags.control_enabled() && (player.controller.trigger_inventory() || player.controller.trigger_menu_back() || (state.settings.touch_controls && state.touch_controls.consume_click_in(slot_rect))) { self.exit(state, player, inventory); return Ok(()); } if self.text_y_pos > 8 { self.text_y_pos -= 1; } self.weapon_count = 0; for (idx, weapon) in self.weapon_data.iter_mut().enumerate() { if let Some(weapon_data) = inventory.get_weapon(idx) { weapon.wtype = weapon_data.wtype; weapon.level = weapon_data.level; weapon.ammo = weapon_data.ammo; weapon.max_ammo = weapon_data.max_ammo; self.weapon_count += 1; } else { weapon.wtype = WeaponType::None; break; } } self.item_count = 0; for (idx, (item_id, amount)) in self.item_data.iter_mut().enumerate() { if let Some(item_data) = inventory.get_item_idx(idx) { *item_id = item_data.0; *amount = item_data.1; self.item_count += 1; } else { *item_id = 0; break; } } fn get_weapon_event_number(inventory: &Inventory) -> u16 { inventory.get_current_weapon().map(|w| w.wtype as u16 + 1000).unwrap_or(1000) } self.selected_item = inventory.current_item; self.selected_weapon = inventory.current_weapon; let count_x = state.constants.textscript.inventory_item_count_x as u16; match self.focus { InventoryFocus::None => { self.focus = InventoryFocus::Weapons; state.textscript_vm.start_script(get_weapon_event_number(inventory)); } InventoryFocus::Weapons if state.control_flags.control_enabled() => { if player.controller.trigger_left() { state.sound_manager.play_sfx(4); inventory.prev_weapon(); state.textscript_vm.start_script(get_weapon_event_number(inventory)); } if player.controller.trigger_right() { state.sound_manager.play_sfx(4); inventory.next_weapon(); state.textscript_vm.start_script(get_weapon_event_number(inventory)); } if player.controller.trigger_up() || player.controller.trigger_down() { self.focus = InventoryFocus::Items; state.textscript_vm.start_script(self.get_item_event_number(inventory)); } } InventoryFocus::Items if self.item_count != 0 && state.control_flags.control_enabled() => { if player.controller.trigger_left() { state.sound_manager.play_sfx(1); if (self.selected_item % count_x) != 0 { self.selected_item -= 1; } else { self.selected_item += count_x - 1; } state.textscript_vm.start_script(self.get_item_event_number(inventory)); } if player.controller.trigger_right() { match () { _ if self.selected_item == self.item_count + 1 => { self.selected_item = count_x * (self.selected_item / count_x); } _ if (self.selected_item % count_x) + 1 == count_x => { self.selected_item = self.selected_item.saturating_sub(count_x) + 1; } _ => self.selected_item += 1, } state.sound_manager.play_sfx(1); state.textscript_vm.start_script(self.get_item_event_number(inventory)); } if player.controller.trigger_up() { if self.selected_item < count_x { self.focus = InventoryFocus::Weapons; state.sound_manager.play_sfx(4); state.textscript_vm.start_script(get_weapon_event_number(inventory)); } else { self.selected_item -= count_x; state.sound_manager.play_sfx(1); state.textscript_vm.start_script(self.get_item_event_number(inventory)); } } if player.controller.trigger_down() { if self.selected_item / 6 == self.item_count.saturating_sub(1) / 6 { self.focus = InventoryFocus::Weapons; state.sound_manager.play_sfx(4); state.textscript_vm.start_script(get_weapon_event_number(inventory)); } else { self.selected_item += count_x; state.sound_manager.play_sfx(1); state.textscript_vm.start_script(self.get_item_event_number(inventory)); } } if player.controller.trigger_menu_ok() { state.textscript_vm.start_script(self.get_item_event_number_action(inventory)); } self.selected_item = self.selected_item.min(self.item_count - 1); inventory.current_item = self.selected_item; } _ => {} } if state.settings.touch_controls && state.control_flags.control_enabled() { let x = ((((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left) as isize; let y = 8 + off_top as isize; for i in 0..self.weapon_count { slot_rect = Rect::new_size(x + 12 + i as isize * 40, y + 16, 40, 40); if state.touch_controls.consume_click_in(slot_rect) { self.focus = InventoryFocus::Weapons; state.sound_manager.play_sfx(4); self.selected_weapon = i; inventory.current_weapon = i; state.textscript_vm.start_script(get_weapon_event_number(inventory)); self.exit(state, player, inventory); } } for i in 0..self.item_count { slot_rect = Rect::new_size(x + 12 + (i % count_x) as isize * 32, y + 68 + (i / count_x) as isize * 16, 32, 16); if state.touch_controls.consume_click_in(slot_rect) { state.sound_manager.play_sfx(1); if self.focus == InventoryFocus::Items && inventory.current_item == i { state.textscript_vm.start_script(self.get_item_event_number_action(inventory)); } else { self.selected_item = i; inventory.current_item = self.selected_item; self.focus = InventoryFocus::Items; state.textscript_vm.start_script(self.get_item_event_number(inventory)); } } } } self.tick = self.tick.wrapping_add(1); Ok(()) } fn draw(&self, state: &mut SharedGameState, ctx: &mut Context, _frame: &Frame) -> GameResult<()> { let mut tmp_rect = Rect { left: 0, top: 0, right: 0, bottom: 0 }; let (off_left, off_top, off_right, _) = crate::framework::graphics::screen_insets_scaled(ctx, state.scale); let x = (((state.canvas_size.0 - off_left - off_right) - 244.0) / 2.0).floor() + off_left; let y = 8.0 + off_top; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "TextBox")?; for i in 0..=18 { let rect = match i { 0 => &state.constants.textscript.inventory_rect_top, 18 => &state.constants.textscript.inventory_rect_bottom, _ => &state.constants.textscript.inventory_rect_middle, }; batch.add_rect(x, y + i as f32 * 8.0, rect); } batch.add_rect(x + 12.0, y + self.text_y_pos as f32, &state.constants.textscript.inventory_text_arms); batch.add_rect(x + 12.0, y + 52.0 + self.text_y_pos as f32, &state.constants.textscript.inventory_text_item); let (item_cursor_frame, weapon_cursor_frame) = match self.focus { InventoryFocus::None => (1, 1), InventoryFocus::Weapons => (1, self.tick & 1), InventoryFocus::Items => (self.tick & 1, 1), }; batch.add_rect( x + 12.0 + self.selected_weapon as f32 * 40.0, y + 16.0, &state.constants.textscript.cursor_inventory_weapon[weapon_cursor_frame], ); let count_x = state.constants.textscript.inventory_item_count_x as usize; batch.add_rect( x + 12.0 + (self.selected_item as usize % count_x) as f32 * 32.0, y + 68.0 + (self.selected_item as usize / count_x) as f32 * 16.0, &state.constants.textscript.cursor_inventory_item[item_cursor_frame], ); for (idx, weapon) in self.weapon_data.iter().enumerate() { if weapon.wtype == WeaponType::None { break; } // lv batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 32.0, &Rect::new_size(80, 80, 16, 8)); // per batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(72, 48, 8, 8)); if weapon.max_ammo == 0 { batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 40.0, &Rect::new_size(80, 48, 16, 8)); batch.add_rect(x + 28.0 + idx as f32 * 40.0, y + 48.0, &Rect::new_size(80, 48, 16, 8)); } } batch.draw(ctx)?; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ArmsImage")?; for (idx, weapon) in self.weapon_data.iter().enumerate() { if weapon.wtype == WeaponType::None { break; } tmp_rect.left = (weapon.wtype as u16 % 16) * 16; tmp_rect.top = (weapon.wtype as u16 / 16) * 16; tmp_rect.right = tmp_rect.left + 16; tmp_rect.bottom = tmp_rect.top + 16; batch.add_rect(x + 12.0 + idx as f32 * 40.0, y + 16.0, &tmp_rect); } batch.draw(ctx)?; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "ItemImage")?; for (idx, (item_id, _amount)) in self.item_data.iter().enumerate() { if *item_id == 0 { break; } tmp_rect.left = (*item_id % 8) * 32; tmp_rect.top = (*item_id / 8) * 16; tmp_rect.right = tmp_rect.left + 32; tmp_rect.bottom = tmp_rect.top + 16; batch.add_rect( x + 12.0 + (idx % count_x) as f32 * 32.0, y + 68.0 + (idx / count_x) as f32 * 16.0, &tmp_rect, ); } batch.draw(ctx)?; for (idx, weapon) in self.weapon_data.iter().enumerate() { if weapon.wtype == WeaponType::None { break; } draw_number(x + 44.0 + idx as f32 * 40.0, y + 32.0, weapon.level as usize, Alignment::Right, state, ctx)?; if weapon.max_ammo != 0 { draw_number( x + 44.0 + idx as f32 * 40.0, y + 40.0, weapon.ammo as usize, Alignment::Right, state, ctx, )?; draw_number( x + 44.0 + idx as f32 * 40.0, y + 48.0, weapon.max_ammo as usize, Alignment::Right, state, ctx, )?; } } if state.settings.touch_controls { let close_rect = Rect { left: 110, top: 110, right: 128, bottom: 128 }; let batch = state.texture_set.get_or_load_batch(ctx, &state.constants, "builtin/touch")?; batch.add_rect(state.canvas_size.0 - off_right - 30.0, 12.0 + off_top, &close_rect); batch.draw(ctx)?; } Ok(()) } }