Make block select screen easier to use.

This commit is contained in:
UnknownShadow200 2015-11-29 12:31:56 +11:00
parent 79690b405c
commit 4f01d562d0
2 changed files with 67 additions and 25 deletions

View File

@ -14,7 +14,7 @@ namespace ClassicalSharp {
Block[] blocksTable;
Texture blockInfoTexture;
const int blocksPerRow = 10;
int selectedIndex, rows;
int selIndex, rows;
int startX, startY, blockSize;
float selBlockExpand;
readonly Font font;
@ -34,15 +34,15 @@ namespace ClassicalSharp {
GetCoords( i, out x, out y );
// We want to always draw the selected block on top of others
if( i == selectedIndex ) continue;
if( i == selIndex ) continue;
IsometricBlockDrawer.Draw( game, (byte)blocksTable[i], blockSize * 0.7f / 2f,
x + blockSize / 2, y + blockSize / 2 );
}
if( selectedIndex != -1 ) {
if( selIndex != -1 ) {
int x, y;
GetCoords( selectedIndex, out x, out y );
IsometricBlockDrawer.Draw( game, (byte)blocksTable[selectedIndex], (blockSize + selBlockExpand) * 0.7f / 2,
GetCoords( selIndex, out x, out y );
IsometricBlockDrawer.Draw( game, (byte)blocksTable[selIndex], (blockSize + selBlockExpand) * 0.7f / 2,
x + blockSize / 2, y + blockSize / 2 );
}
@ -79,14 +79,28 @@ namespace ClassicalSharp {
blockSize = (int)(50 * Math.Sqrt(game.GuiScale));
selBlockExpand = (float)(25 * Math.Sqrt(game.GuiScale));
game.Events.BlockPermissionsChanged += BlockPermissionsChanged;
RecreateBlockTextures();
RecreateBlockTable();
Block held = game.Inventory.HeldBlock;
selIndex = Array.IndexOf<Block>( blocksTable, held );
MoveCursorToSelected();
}
void MoveCursorToSelected() {
if( selIndex == -1 ) return;
int x, y;
GetCoords( selIndex, out x, out y );
x += blockSize / 2; y += blockSize / 2;
Point topLeft = game.PointToScreen( Point.Empty );
x += topLeft.X; y += topLeft.Y;
game.DesktopCursorPos = new Point( x, y );
}
void BlockPermissionsChanged( object sender, EventArgs e ) {
RecreateBlockTextures();
if( selectedIndex >= blocksTable.Length ) {
selectedIndex = blocksTable.Length - 1;
}
RecreateBlockTable();
if( selIndex >= blocksTable.Length )
selIndex = blocksTable.Length - 1;
RecreateBlockInfoTexture();
}
@ -123,13 +137,13 @@ namespace ClassicalSharp {
int lastCreatedIndex = -1000;
void RecreateBlockInfoTexture() {
if( selectedIndex == lastCreatedIndex ) return;
lastCreatedIndex = selectedIndex;
if( selIndex == lastCreatedIndex ) return;
lastCreatedIndex = selIndex;
graphicsApi.DeleteTexture( ref blockInfoTexture );
if( selectedIndex == -1 ) return;
if( selIndex == -1 ) return;
Block block = blocksTable[selectedIndex];
Block block = blocksTable[selIndex];
UpdateBlockInfoString( block );
string value = buffer.GetString();
@ -142,7 +156,7 @@ namespace ClassicalSharp {
blockInfoTexture = game.Drawer2D.MakeTextTexture( ref args, x, y );
}
void RecreateBlockTextures() {
void RecreateBlockTable() {
int blocksCount = 0;
for( int tile = 1; tile < BlockInfo.BlocksCount; tile++ ) {
if( game.Inventory.CanPlace[tile] || game.Inventory.CanDelete[tile] )
@ -166,14 +180,14 @@ namespace ClassicalSharp {
}
public override bool HandlesMouseMove( int mouseX, int mouseY ) {
selectedIndex = -1;
selIndex = -1;
if( Contains( startX, startY, blocksPerRow * blockSize, rows * blockSize, mouseX, mouseY ) ) {
for( int i = 0; i < blocksTable.Length; i++ ) {
int x, y;
GetCoords( i, out x, out y );
if( Contains( x, y, blockSize, blockSize, mouseX, mouseY ) ) {
selectedIndex = i;
selIndex = i;
break;
}
}
@ -183,8 +197,8 @@ namespace ClassicalSharp {
}
public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) {
if( button == MouseButton.Left && selectedIndex != -1 ) {
game.Inventory.HeldBlock = blocksTable[selectedIndex];
if( button == MouseButton.Left && selIndex != -1 ) {
game.Inventory.HeldBlock = blocksTable[selIndex];
game.SetNewScreen( null );
}
return true;
@ -194,6 +208,33 @@ namespace ClassicalSharp {
if( key == game.Mapping( KeyBinding.PauseOrExit ) ||
key == game.Mapping( KeyBinding.OpenInventory ) ) {
game.SetNewScreen( null );
} else if( key == Key.Enter && selIndex != -1 ) {
game.Inventory.HeldBlock = blocksTable[selIndex];
game.SetNewScreen( null );
} else if( (key == Key.Left || key == Key.Keypad4) && selIndex != -1 ) {
selIndex--;
if( selIndex < 0 )
selIndex = 0;
RecreateBlockInfoTexture();
MoveCursorToSelected();
} else if( (key == Key.Right || key == Key.Keypad6) && selIndex != -1 ) {
selIndex++;
if( selIndex >= blocksTable.Length )
selIndex = blocksTable.Length - 1;
RecreateBlockInfoTexture();
MoveCursorToSelected();
} else if( (key == Key.Up || key == Key.Keypad8) && selIndex != -1 ) {
selIndex -= blocksPerRow;
if( selIndex < 0 )
selIndex += blocksPerRow;
RecreateBlockInfoTexture();
MoveCursorToSelected();
} else if( (key == Key.Down || key == Key.Keypad2) && selIndex != -1 ) {
selIndex += blocksPerRow;
if( selIndex >= blocksTable.Length )
selIndex -= blocksPerRow;
RecreateBlockInfoTexture();
MoveCursorToSelected();
}
return true;
}

View File

@ -65,18 +65,19 @@ namespace ClassicalSharp {
if( !game.Focused ) return;
Point current = game.DesktopCursorPos;
delta = new Point( current.X - previous.X, current.Y - previous.Y );
Rectangle bounds = game.Bounds;
int cenX = bounds.Left + bounds.Width / 2;
int cenY = bounds.Top + bounds.Height / 2;
Point topLeft = game.PointToScreen( Point.Empty );
int cenX = topLeft.X + game.Width / 2;
int cenY = topLeft.Y + game.Height / 2;
game.DesktopCursorPos = new Point( cenX, cenY );
// Fixes issues with large DPI displays on Windows >= 8.0.
previous = game.DesktopCursorPos;
}
public override void RegrabMouse() {
Rectangle bounds = game.Bounds;
int cenX = bounds.Left + bounds.Width / 2;
int cenY = bounds.Top + bounds.Height / 2;
if( !game.Exists ) return;
Point topLeft = game.PointToScreen( Point.Empty );
int cenX = topLeft.X + game.Width / 2;
int cenY = topLeft.Y + game.Height / 2;
game.DesktopCursorPos = new Point( cenX, cenY );
previous = new Point( cenX, cenY );
delta = Point.Empty;