package menu import ( "fmt" "mvvasilev/last_light/engine" "mvvasilev/last_light/game/input" "mvvasilev/last_light/game/item" "mvvasilev/last_light/game/rpg" "mvvasilev/last_light/game/ui" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/views" "github.com/google/uuid" ) type PlayerInventoryMenu struct { inventory *item.EquippedInventory inventoryMenu *ui.UIWindow armourLabel *ui.UILabel armourGrid *engine.Grid leftHandLabel *ui.UILabel leftHandBox engine.Rectangle rightHandLabel *ui.UILabel rightHandBox engine.Rectangle inventoryGrid *engine.Grid playerItems *engine.ArbitraryDrawable selectedItem *engine.ArbitraryDrawable help *ui.UILabel selectedInventorySlot engine.Position } func CreatePlayerInventoryMenu(x, y int, playerInventory *item.EquippedInventory, style tcell.Style, highlightStyle tcell.Style) *PlayerInventoryMenu { menu := new(PlayerInventoryMenu) menu.inventory = playerInventory menu.inventoryMenu = ui.CreateWindow(x, y, 37, 24, "INVENTORY", style) menu.armourLabel = ui.CreateSingleLineUILabel(x+15, y+1, "ARMOUR", style) menu.armourGrid = engine.CreateGrid( x+10, y+2, 3, 1, 4, 1, '┌', '─', '┬', '┐', '│', ' ', '│', '│', '├', '─', '┼', '┤', '└', '─', '┴', '┘', style, highlightStyle, //style.Background(tcell.ColorDarkSlateGray), ) menu.leftHandLabel = ui.CreateUILabel( x+3, y+1, 5, 1, "OFF", style, ) menu.leftHandBox = engine.CreateRectangle( x+2, y+2, 5, 3, '┌', '─', '┐', '│', ' ', '│', '└', '─', '┘', false, true, style, ) menu.rightHandLabel = ui.CreateUILabel( x+31, y+1, 5, 1, "DOM", style, ) menu.rightHandBox = engine.CreateRectangle( x+30, y+2, 5, 3, '┌', '─', '┐', '│', ' ', '│', '└', '─', '┘', false, true, style, ) menu.inventoryGrid = engine.CreateGrid( x+2, y+5, 3, 1, 8, 4, '┌', '─', '┬', '┐', '│', ' ', '│', '│', '├', '─', '┼', '┤', '└', '─', '┴', '┘', style, highlightStyle, ) menu.playerItems = engine.CreateDrawingInstructions(func(v views.View) { for y := range playerInventory.Shape().Height() { for x := range playerInventory.Shape().Width() { item := playerInventory.ItemAt(x, y) isHighlighted := x == menu.selectedInventorySlot.X() && y == menu.selectedInventorySlot.Y() if item == nil { if isHighlighted { ui.CreateSingleLineUILabel( menu.inventoryGrid.Position().X()+1+x*4, menu.inventoryGrid.Position().Y()+1+y*2, " ", highlightStyle, ).Draw(v) } continue } style := item.Type().Style() if isHighlighted { style = highlightStyle } ui.CreateSingleLineUILabel( menu.inventoryGrid.Position().X()+1+x*4, menu.inventoryGrid.Position().Y()+y*2, fmt.Sprintf("%03d", item.Quantity()), style, ).Draw(v) ui.CreateSingleLineUILabel( menu.inventoryGrid.Position().X()+1+x*4, menu.inventoryGrid.Position().Y()+1+y*2, item.Type().Icon(), style, ).Draw(v) } } }) menu.selectedItem = engine.CreateDrawingInstructions(func(v views.View) { item := playerInventory.ItemAt(menu.selectedInventorySlot.XY()) if item == nil { return } switch it := item.(type) { case rpg.RPGItem: ui.CreateUIRPGItem(x+2, y+14, it, style).Draw(v) default: ui.CreateUIBasicItem(x+2, y+14, it, style).Draw(v) } }) menu.help = ui.CreateSingleLineUILabel(x+2, y+22, "hjkl - move, x - drop, e - equip", style) return menu } func (pim *PlayerInventoryMenu) MoveTo(x int, y int) { } func (pim *PlayerInventoryMenu) Position() engine.Position { return pim.inventoryMenu.Position() } func (pim *PlayerInventoryMenu) Size() engine.Size { return pim.inventoryMenu.Size() } func (pim *PlayerInventoryMenu) Input(inputAction input.InputAction) { } func (pim *PlayerInventoryMenu) UniqueId() uuid.UUID { return pim.inventoryMenu.UniqueId() } func (pim *PlayerInventoryMenu) SelectSlot(x, y int) { if pim.selectedInventorySlot.X() == x && pim.selectedInventorySlot.Y() == y { return } pim.inventoryGrid.Unhighlight() pim.selectedInventorySlot = engine.PositionAt(x, y) pim.inventoryGrid.Highlight(pim.selectedInventorySlot) } func (pim *PlayerInventoryMenu) Draw(v views.View) { pim.inventoryMenu.Draw(v) pim.armourLabel.Draw(v) pim.armourGrid.Draw(v) pim.leftHandLabel.Draw(v) pim.leftHandBox.Draw(v) pim.rightHandLabel.Draw(v) pim.rightHandBox.Draw(v) pim.inventoryGrid.Draw(v) pim.playerItems.Draw(v) pim.selectedItem.Draw(v) pim.help.Draw(v) }