// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3 using System; using System.Collections.Generic; using ClassicalSharp.Events; using ClassicalSharp.GraphicsAPI; using ClassicalSharp.Gui.Screens; using ClassicalSharp.Renderers; namespace ClassicalSharp { public sealed class GuiInterface : IGameComponent { public int GuiTex, GuiClassicTex, IconsTex; Game game; StatusScreen statusScreen; internal HudScreen hudScreen; internal Screen activeScreen; internal List overlays = new List(); public GuiInterface(Game game) { statusScreen = new StatusScreen(game); game.Components.Add(statusScreen); hudScreen = new HudScreen(game); game.Components.Add(hudScreen); } /// Gets the screen that the user is currently interacting with. /// This means if an overlay is active, it will be over the top of other screens. public Screen ActiveScreen { get { return overlays.Count > 0 ? overlays[0] : activeScreen == null ? hudScreen : activeScreen; } } /// Gets the non-overlay screen that the user is currently interacting with. /// This means if an overlay is active, it will return the screen under it. public Screen UnderlyingScreen { get { return activeScreen == null ? hudScreen : activeScreen; } } public void OnNewMap(Game game) { } public void OnNewMapLoaded(Game game) { } public void Ready(Game game) { } public void Init(Game game) { this.game = game; game.Events.TextureChanged += TextureChanged; } public void Reset(Game game) { for (int i = 0; i < overlays.Count; i++) { overlays[i].Dispose(); } overlays.Clear(); } public void Dispose() { game.Events.TextureChanged -= TextureChanged; SetNewScreen(null); statusScreen.Dispose(); if (activeScreen != null) activeScreen.Dispose(); game.Graphics.DeleteTexture(ref GuiTex); game.Graphics.DeleteTexture(ref GuiClassicTex); game.Graphics.DeleteTexture(ref IconsTex); Reset(game); } void TextureChanged(object sender, TextureEventArgs e) { if (e.Name == "gui.png") { game.UpdateTexture(ref GuiTex, e.Name, e.Data, false); } else if (e.Name == "gui_classic.png") { game.UpdateTexture(ref GuiClassicTex, e.Name, e.Data, false); } else if (e.Name == "icons.png") { game.UpdateTexture(ref IconsTex, e.Name, e.Data, false); } } public void SetNewScreen(Screen screen) { SetNewScreen(screen, true); } public void SetNewScreen(Screen screen, bool disposeOld) { game.Input.ScreenChanged(activeScreen, screen); if (activeScreen != null && disposeOld) activeScreen.Dispose(); if (screen == null) { game.CursorVisible = false; if (game.Focused) game.Camera.RegrabMouse(); } else if (activeScreen == null) { game.CursorVisible = true; } if (screen != null) screen.Init(); activeScreen = screen; } public void RefreshHud() { hudScreen.Recreate(); } public void ShowOverlay(Overlay overlay, bool inFront) { bool cursorVis = game.CursorVisible; if (overlays.Count == 0) game.CursorVisible = true; if (inFront) { overlays.Insert(0, overlay); } else { overlays.Add(overlay); } if (overlays.Count == 1) game.CursorVisible = cursorVis; // Save cursor visibility state overlay.Init(); } public void Render(double delta) { game.Graphics.Mode2D(game.Width, game.Height); if (activeScreen == null || !activeScreen.HidesHud) statusScreen.Render(delta); if (activeScreen == null || !activeScreen.HidesHud && !activeScreen.RenderHudOver) hudScreen.Render(delta); if (activeScreen != null) activeScreen.Render(delta); if (activeScreen != null && !activeScreen.HidesHud && activeScreen.RenderHudOver) hudScreen.Render(delta); if (overlays.Count > 0) overlays[0].Render(delta); game.Graphics.Mode3D(); } internal void OnResize() { if (activeScreen != null) activeScreen.OnResize(game.Width, game.Height); hudScreen.OnResize(game.Width, game.Height); for (int i = 0; i < overlays.Count; i++) { overlays[i].OnResize(game.Width, game.Height); } } } }