// dynamic features public override TCODConsole GetUpdatedConsole() { DrawBox(skillSelectSection.origin.X, skillSelectSection.origin.Y, skillSelectSection.size.X, skillSelectSection.size.Y, backgroundColor, true); DrawBox(skillDropSection.origin.X, skillDropSection.origin.Y, skillDropSection.size.X, skillDropSection.size.Y, backgroundColor, true); DrawBox(itemSelectSection.origin.X, itemSelectSection.origin.Y, itemSelectSection.size.X, itemSelectSection.size.Y, backgroundColor, true); DrawBox(itemDropSection.origin.X, itemDropSection.origin.Y, itemDropSection.size.X, itemDropSection.size.Y, backgroundColor, true); base.GetUpdatedConsole(); DrawText(3, 9, "points: " + availablePoints.ToString("D3"), Constants.COL_FRIENDLY); foreach (StatSelector statSelector in attrSelectors) { int y = statSelector.increase.origin.Y; // draw the stat name, and the value inbetween the inc. and dec. buttons. Center the 3 digit number DrawText(3, y, "- " + statSelector.statName, Constants.COL_NORMAL); DrawText(statSelector.decrease.origin.X + 2, y, statSelector.current.ToString("D3"), Constants.COL_NORMAL); } // character name, and label on top of it characterNameField.Update(engine.mouseData, engine.lastKey); characterNameField.Draw(this); // in case nothing was hovered on, close both windows because its impossible to hover on both an item and skill at the same time if (!isHoveringOnItem) { itemInspector.Close(); skillInspector.Close(); } isHoveringOnItem = false; return(console); }
// dynamic features public override TCODConsole GetUpdatedConsole() { base.GetUpdatedConsole(); const int left = 2; int hoveredItemY = -1; Entity hoveredItem = null; int width = console.getWidth() - (left + 3); Vector2 mLoc = ScreenToConsoleCoord(engine.mouseData.CellX, engine.mouseData.CellY); InitializeConsole(); // devider line is a horizontal line that can be drawn across the console string deviderLine = CharConstants.E_TJOINT + ""; for (int i = 1; i < console.getWidth() - 1; i++) { deviderLine += CharConstants.HORZ_LINE; } deviderLine += CharConstants.W_TJOINT; // inventory weight: TODO DrawText(left, 2, " weight: X/X", Constants.COL_FRIENDLY); // equipped area ------------------------------------------------------------- int equiptopY = equipSection.starty; DrawText(0, equiptopY, deviderLine, TCODColor.white); DrawText(left, equiptopY, " equipped ", Constants.COL_NORMAL); if (equipment.weapon != null) { EGetScreenName getName = (EGetScreenName)equipment.weapon.FireEvent(new EGetScreenName()); string weaponName = getName.text; // the weapon is being hovered over if (mLoc.y == equiptopY + 3 && mLoc.x >= left && mLoc.x < weaponName.Length + 1 + left) { DrawRect(left, equiptopY + 3, width, Constants.COL_FRIENDLY); hoveredItem = equipment.weapon; hoveredItemY = equiptopY + 3; // was clicked, start dragging it if (engine.mouseData.LeftButtonPressed) { parent.SetDragDrop(weaponName, equipment.weapon, OnDragDroppedEquippedItem); parent.rangeIndicator.range = CombatEngine.GetThrowRange(player, equipment.weapon); draggingItem = true; } } DrawText(left, equiptopY + 2, "weapon: ", Constants.COL_NORMAL); DrawText(left, equiptopY + 3, " " + weaponName, TCODColor.white); } // pack adrea (general unequipped items) ------------------------------------- int packtopY = invSection.starty; DrawText(0, packtopY, deviderLine, TCODColor.white); DrawText(left, packtopY, " pack ", Constants.COL_NORMAL); int line = 1; foreach (Entity item in inventory.items) { // get the screen name dynamically: TODO: maybe cache this? EGetScreenName getName = (EGetScreenName)item.FireEvent(new EGetScreenName()); string screenName = getName.text; // check if the mouse is hovering on this item row if (mLoc.y == packtopY + line && mLoc.x >= left && mLoc.x < screenName.Length + 1 + left) { hoveredItem = item; hoveredItemY = packtopY + line; // highlight the item that is hovered on DrawRect(left, packtopY + line, width, Constants.COL_FRIENDLY); // check for clicks on this item, and start dragging it if (engine.mouseData.LeftButtonPressed) { parent.SetDragDrop(screenName, item, OnDragDroppedInvItem); // set the range indicator based on how far the dragged item can be thrown, in case the player dicides to throw its parent.rangeIndicator.range = CombatEngine.GetThrowRange(player, item); draggingItem = true; } } DrawText(left, packtopY + line, screenName, TCODColor.white); DrawText(left - 1, packtopY + line, ">", Constants.COL_ATTENTION); line += 1; } // if there is a hovered item, open the item details window if (hoveredItem != null && (!itemInfoWindow.isVisible || hoveredItem != itemInfoWindow.targetItem)) { // move the window to the correct position, and open it for the new item itemInfoWindow.origin.y = hoveredItemY; itemInfoWindow.origin.x = origin.x - itemInfoWindow.console.getWidth(); itemInfoWindow.OpenForItem(hoveredItem); } else if (hoveredItem == null && itemInfoWindow.isVisible) { itemInfoWindow.Close(); } // tell the parent to draw the range indicator if the user is looking like they will drop the dragged item if (draggingItem) { if (!ScreenCoordInConsole(new Vector2(engine.mouseData.CellX, engine.mouseData.CellY))) { parent.rangeIndicator.active = true; } else { parent.rangeIndicator.active = false; } } return(console); }