using System; using System.Drawing; using ClassicalSharp.GraphicsAPI; using OpenTK.Input; namespace ClassicalSharp { public class BlockSelectScreen : Screen { public BlockSelectScreen( Game game ) : base( game ) { font = new Font( "Arial", 13 ); } Block[] blocksTable; Texture blockInfoTexture; const int blockSize = 50, blocksPerRow = 10; int selectedIndex; int rows; int startX, startY; readonly Font font; StringBuffer buffer = new StringBuffer( 96 ); static FastColour backCol = new FastColour( 30, 30, 30, 200 ); static FastColour selCol = new FastColour( 213, 200, 223 ); public override void Render( double delta ) { graphicsApi.Draw2DQuad( startX - 5, startY - 30 - 5, blocksPerRow * blockSize + 10, rows * blockSize + 30 + 10, backCol ); graphicsApi.Texturing = true; graphicsApi.BindTexture( game.TerrainAtlas.TexId ); graphicsApi.BeginVbBatch( VertexFormat.Pos3fTex2fCol4b ); for( int i = 0; i < blocksTable.Length; i++ ) { int x, y; GetCoords( i, out x, out y ); // We want to always draw the selected block on top of others if( i == selectedIndex ) continue; IsometricBlockDrawer.Draw( game, (byte)blocksTable[i], 12, x + blockSize / 2, y + 28 ); } if( selectedIndex != -1 ) { int x, y; GetCoords( selectedIndex, out x, out y ); IsometricBlockDrawer.Draw( game, (byte)blocksTable[selectedIndex], 20, x + blockSize / 2, y + 28 ); } if( blockInfoTexture.IsValid ) blockInfoTexture.Render( graphicsApi ); graphicsApi.Texturing = false; } void GetCoords( int i, out int x, out int y ) { int col = i % blocksPerRow; int row = i / blocksPerRow; x = startX + blockSize * col; y = startY + blockSize * row; } public override void Dispose() { font.Dispose(); graphicsApi.DeleteTexture( ref blockInfoTexture ); game.Events.BlockPermissionsChanged -= BlockPermissionsChanged; } public override void OnResize( int oldWidth, int oldHeight, int width, int height ) { int yDiff = (height - oldHeight) / 2; int xDiff = (width - oldWidth) / 2; startX += xDiff; startY += yDiff; blockInfoTexture.X1 += xDiff; blockInfoTexture.Y1 += yDiff; } public override void Init() { game.Events.BlockPermissionsChanged += BlockPermissionsChanged; RecreateBlockTextures(); } void BlockPermissionsChanged( object sender, EventArgs e ) { RecreateBlockTextures(); if( selectedIndex >= blocksTable.Length ) { selectedIndex = blocksTable.Length - 1; } RecreateBlockInfoTexture(); } void UpdateBlockInfoString( Block block ) { int index = 0; buffer.Clear(); buffer.Append( ref index, "&f" ); if( block == Block.TNT ) { buffer.Append( ref index, "TNT" ); } else { string value = game.BlockInfo.Name[(byte)block]; if( (byte)block < BlockInfo.CpeBlocksCount ) { SplitUppercase( value, ref index ); } else { buffer.Append( ref index, value ); } } buffer.Append( ref index, " (can place: " ); buffer.Append( ref index, game.Inventory.CanPlace[(int)block] ? "&aYes" : "&cNo" ); buffer.Append( ref index, "&f, can delete: " ); buffer.Append( ref index, game.Inventory.CanDelete[(int)block] ? "&aYes" : "&cNo" ); buffer.Append( ref index, "&f)" ); } void SplitUppercase( string value, ref int index ) { for( int i = 0; i < value.Length; i++ ) { char c = value[i]; if( Char.IsUpper( c ) && i > 0 ) { buffer.Append( ref index, ' ' ); } buffer.Append( ref index, c ); } } int lastCreatedIndex = -1000; void RecreateBlockInfoTexture() { if( selectedIndex == lastCreatedIndex ) return; lastCreatedIndex = selectedIndex; graphicsApi.DeleteTexture( ref blockInfoTexture ); if( selectedIndex == -1 ) return; Block block = blocksTable[selectedIndex]; UpdateBlockInfoString( block ); string value = buffer.GetString(); DrawTextArgs args = new DrawTextArgs( value, font, true ); Size size = game.Drawer2D.MeasureSize( ref args ); int x = startX + (blockSize * blocksPerRow) / 2 - size.Width / 2; int y = startY - size.Height - 5; args.SkipPartsCheck = true; blockInfoTexture = game.Drawer2D.MakeTextTexture( ref args, x, y ); } void RecreateBlockTextures() { int blocksCount = 0; for( int tile = 1; tile < BlockInfo.BlocksCount; tile++ ) { if( game.Inventory.CanPlace[tile] || game.Inventory.CanDelete[tile] ) blocksCount++; } rows = Utils.CeilDiv( blocksCount, blocksPerRow ); startX = game.Width / 2 - (blockSize * blocksPerRow) / 2; startY = game.Height / 2 - (rows * blockSize) / 2; blocksTable = new Block[blocksCount]; int tableIndex = 0; for( int tile = 1; tile < BlockInfo.BlocksCount; tile++ ) { if( game.Inventory.CanPlace[tile] || game.Inventory.CanDelete[tile] ) blocksTable[tableIndex++] = (Block)tile; } } public override bool HandlesAllInput { get { return true; } } public override bool HandlesMouseMove( int mouseX, int mouseY ) { selectedIndex = -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; break; } } } RecreateBlockInfoTexture(); return true; } public override bool HandlesMouseClick( int mouseX, int mouseY, MouseButton button ) { if( button == MouseButton.Left && selectedIndex != -1 ) { game.Inventory.HeldBlock = blocksTable[selectedIndex]; game.SetNewScreen( new NormalScreen( game ) ); } return true; } public override bool HandlesKeyDown( Key key ) { if( key == game.Mapping( KeyBinding.PauseOrExit ) || key == game.Mapping( KeyBinding.OpenInventory ) ) { game.SetNewScreen( new NormalScreen( game ) ); } return true; } static bool Contains( int recX, int recY, int width, int height, int x, int y ) { return x >= recX && y >= recY && x < recX + width && y < recY + height; } } }