import { add_player_hotbar, add_player_inventory, GuiInventoryScreen, Slot } from "./gui_screen.ts"; import { canvas, draw_rect, draw_texture_region, Texture } from "$/client/renderer/mod.ts"; import { AssetManager } from "../assets.ts"; import { SLOT_SIZE, TEXTURE_SIZE } from "$/common/constants.ts"; import { ClientMessage, ScreenLayout } from "$/common/protocol.ts"; import { draw_nine_slice } from "../rendering/render_utils.ts"; import { get_sprite_region } from "$/client/sprites.ts"; import { ClientInventories } from "../inventory.ts"; const PADDING = 10; // a screen opened by the server (chest, furnace, ...), drawn from the layout it sent export class GuiContainer extends GuiInventoryScreen { layout: ScreenLayout; properties: Record; constructor( inventories: ClientInventories, send: (message: ClientMessage) => void, layout: ScreenLayout, properties: Record, ) { super(inventories, send); this.layout = layout; this.properties = properties; this.inventory_width = PADDING * 2 + SLOT_SIZE * 9; this.inventory_height = PADDING * 4 + SLOT_SIZE * (4 + layout.rows); add_player_hotbar(this, PADDING, PADDING); add_player_inventory(this, PADDING, PADDING * 2 + SLOT_SIZE); const area_y = PADDING * 3 + SLOT_SIZE * 4; for (const slot of layout.slots) { this.slots.push( new Slot("screen", slot.index, PADDING + slot.x * SLOT_SIZE, area_y + slot.y * SLOT_SIZE, slot.output), ); } } override on_render(): void { draw_rect(0, 0, canvas.width, canvas.height, [0, 0, 0, 0.8]); const ui = AssetManager.instance.get("bworld:ui"); draw_nine_slice( ui, 160, 0, 16, 16, 4, 4, 4, 4, this.x, this.y, this.inventory_width, this.inventory_height, ); this.draw_bars(); super.on_render(); } draw_bars() { const atlas = AssetManager.instance.get("bworld:textures"); const area_y = PADDING * 3 + SLOT_SIZE * 4; for (const bar of this.layout.bars) { const x = this.x + PADDING + bar.x * SLOT_SIZE; const y = this.y + area_y + bar.y * SLOT_SIZE; const max = this.properties[bar.max] ?? 0; const pct = max > 0 ? Math.max(0, Math.min(1, (this.properties[bar.value] ?? 0) / max)) : 0; const empty = get_sprite_region(bar.empty_texture); draw_texture_region( atlas, empty.x * TEXTURE_SIZE, empty.y * TEXTURE_SIZE, TEXTURE_SIZE, TEXTURE_SIZE, x, y, SLOT_SIZE, SLOT_SIZE, ); const full = get_sprite_region(bar.full_texture); if (bar.direction === "right") { draw_texture_region( atlas, full.x * TEXTURE_SIZE, full.y * TEXTURE_SIZE, TEXTURE_SIZE * pct, TEXTURE_SIZE, x, y, SLOT_SIZE * pct, SLOT_SIZE, ); } else { // fills from the bottom up draw_texture_region( atlas, full.x * TEXTURE_SIZE, full.y * TEXTURE_SIZE + TEXTURE_SIZE * (1 - pct), TEXTURE_SIZE, TEXTURE_SIZE * pct, x, y + SLOT_SIZE * (1 - pct), SLOT_SIZE, SLOT_SIZE * pct, ); } } } }