Vector2 _lastPixelSize; // For dirty state detection public DialogFrame(IUiElement child) { On <BackendChangedEvent>(_ => { _sprite?.Dispose(); _sprite = null; }); Children.Add(child); }
void RenderItemInHandCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 normPosition) { var held = Resolve <IInventoryManager>().ItemInHand; var itemAmountText = GetAmountText(); if (_lastItemAmountText != itemAmountText) { var tm = Resolve <ITextManager>(); _lastItemAmountText = itemAmountText; _itemAmountSprite?.Dispose(); _itemAmountSprite = itemAmountText == null ? null : tm.BuildRenderable(new TextBlock(itemAmountText), DrawLayer.MaxLayer, null, this); } if (_cursorId != CoreSpriteId.CursorSmall) // Inventory screen, check what's being held. { _itemSprite?.Dispose(); _itemSprite = null; _itemAmountSprite?.Dispose(); _itemAmountSprite = null; return; } int subItem = 0; ITexture texture = null; switch (held.Item) { case Gold _: texture = assets.LoadTexture(CoreSpriteId.UiGold); break; case Rations _: texture = assets.LoadTexture(CoreSpriteId.UiFood); break; case ItemData item: { ItemSpriteId spriteId = (ItemSpriteId)((int)item.Icon + _frame % item.IconAnim); texture = assets.LoadTexture(spriteId); subItem = (int)spriteId; break; } } if (texture == null) { _itemSprite?.Dispose(); _itemSprite = null; return; } if (texture != _itemSprite?.Key.Texture) { _itemSprite?.Dispose(); var key = new SpriteKey(texture, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _itemSprite = sm.Borrow(key, 1, this); } var subImage = texture.GetSubImageDetails(subItem); // TODO: Quantity text var instances = _itemSprite.Access(); instances[0] = SpriteInstanceData.TopMid( normPosition + new Vector3(window.UiToNormRelative(6, 6), 0), window.UiToNormRelative(subImage.Size), subImage, 0); if (_itemAmountSprite != null) { _itemAmountSprite.Position = normPosition + new Vector3(window.UiToNormRelative(6, 18), 0); } }
protected override void Unsubscribed() { _sprite?.Dispose(); _sprite = null; }
void RenderItemInHandCursor(IAssetManager assets, ISpriteManager sm, IWindowManager window, Vector3 normPosition) { var held = Resolve <IInventoryManager>().ItemInHand; var itemAmountText = GetAmountText(); if (_lastItemAmountText != itemAmountText) { var tm = Resolve <ITextManager>(); _lastItemAmountText = itemAmountText; _itemAmountSprite?.Dispose(); _itemAmountSprite = itemAmountText == null ? null : tm.BuildRenderable(new TextBlock(itemAmountText), DrawLayer.MaxLayer, null, this); } if (_cursorId != Base.CoreSprite.CursorSmall) // Inventory screen, check what's being held. { _itemSprite?.Dispose(); _itemSprite = null; _itemAmountSprite?.Dispose(); _itemAmountSprite = null; return; } int subItem = 0; ITexture texture = null; switch (held.Item) { case Gold: texture = assets.LoadTexture(Base.CoreSprite.UiGold); break; case Rations: texture = assets.LoadTexture(Base.CoreSprite.UiFood); break; case ItemData item: { texture = assets.LoadTexture(item.Icon); subItem = item.IconSubId + _frame % item.IconAnim; break; } } if (texture == null) { _itemSprite?.Dispose(); _itemSprite = null; return; } if (texture != _itemSprite?.Key.Texture) { _itemSprite?.Dispose(); var key = new SpriteKey(texture, SpriteSampler.Point, DrawLayer.Cursor, SpriteKeyFlags.NoDepthTest | SpriteKeyFlags.NoTransform); _itemSprite = sm.Borrow(key, 1, this); } var subImage = texture.Regions[subItem]; bool lockWasTaken = false; var instances = _itemSprite.Lock(ref lockWasTaken); try { // TODO: Quantity text instances[0] = new SpriteInstanceData( normPosition + new Vector3(window.UiToNormRelative(6, 6), 0), window.UiToNormRelative(subImage.Size), subImage, SpriteFlags.TopMid); } finally { _itemSprite.Unlock(lockWasTaken); } if (_itemAmountSprite != null) { _itemAmountSprite.Position = normPosition + new Vector3(window.UiToNormRelative(6, 18), 0); } }