250 lines
No EOL
13 KiB
C#
250 lines
No EOL
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using Coroutine;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input.Touch;
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using MLEM.Extensions;
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using MLEM.Font;
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using MLEM.Formatting.Codes;
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using MLEM.Input;
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using MLEM.Misc;
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using MLEM.Startup;
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using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui.Elements;
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using ThemeParkClicker.Attractions;
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namespace ThemeParkClicker {
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public class Ui {
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public static readonly UniformTextureAtlas Texture = new UniformTextureAtlas(MlemGame.LoadContent<Texture2D>("Textures/Ui"), 16, 16);
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private readonly UiSystem uiSystem;
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private readonly Element[] swipeRelations;
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private Element currentUi;
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private float swipeProgress;
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private bool finishingSwipe;
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public Ui(UiSystem uiSystem) {
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InputHandler.EnableGestures(GestureType.HorizontalDrag, GestureType.FreeDrag, GestureType.Pinch, GestureType.Tap);
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this.uiSystem = uiSystem;
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this.uiSystem.GlobalScale = 4;
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this.uiSystem.AutoScaleWithScreen = true;
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this.uiSystem.AutoScaleReferenceSize = new Point(720, 1280);
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this.uiSystem.Style.Font = new GenericSpriteFont(MlemGame.LoadContent<SpriteFont>("Fonts/Regular"));
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this.uiSystem.Style.TextScale = 0.1F;
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this.uiSystem.TextFormatter.AddImage("ticket", Texture[2, 0]);
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// main ticket store ui
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var rainingTickets = new List<RainingTicket>();
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var main = new Group(Anchor.TopLeft, Vector2.One, false) {
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OnUpdated = (e, time) => {
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for (var i = rainingTickets.Count - 1; i >= 0; i--) {
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if (rainingTickets[i].Update())
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rainingTickets.RemoveAt(i);
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}
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while (rainingTickets.Count < Math.Min(GameImpl.Instance.TicketsPerSecond / 10, 500))
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rainingTickets.Add(new RainingTicket());
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},
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OnDrawn = (e, time, batch, alpha) => {
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batch.Draw(batch.GetBlankTexture(), e.DisplayArea, ColorExtensions.FromHex(0xff86cfcb) * alpha);
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foreach (var ticket in rainingTickets)
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ticket.Draw(batch, e.DisplayArea.Size, e.Scale, Color.White * alpha);
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}
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};
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var ticketGroup = main.AddChild(new Group(Anchor.AutoCenter, new Vector2(1, 0.15F), false));
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ticketGroup.AddChild(new Paragraph(Anchor.AutoCenter, 1, p => GameImpl.Instance.DisplayTicketCount(), true) {
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TextScale = 0.3F
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});
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ticketGroup.AddChild(new Paragraph(Anchor.AutoCenter, 1, p => GameImpl.Instance.TicketsPerSecond.ToString("0.##") + "<i ticket>/s", true) {
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PositionOffset = new Vector2(0, -8)
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});
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BigInteger lastTickets = 0;
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var storeGroup = main.AddChild(new CustomDrawGroup(Anchor.AutoCenter, new Vector2(1, 0.5F), null, null, false) {
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OnUpdated = (e, time) => {
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if (lastTickets != GameImpl.Instance.Tickets) {
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lastTickets = GameImpl.Instance.Tickets;
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CoroutineHandler.Start(WobbleElement((CustomDrawGroup) e));
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}
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}
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});
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storeGroup.AddChild(new Image(Anchor.TopLeft, Vector2.One, Texture[0, 0, 2, 3]) {
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OnPressed = e => GameImpl.Instance.Tickets++,
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CanBeSelected = true,
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CanBeMoused = true
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});
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main.AddChild(new Group(Anchor.AutoLeft, new Vector2(1, 0.35F), false) {
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Padding = new Padding(4, 4, 12, 4),
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OnDrawn = (e, time, batch, alpha) => {
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var map = GameImpl.Instance.Map;
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var mapSize = new Vector2(map.Width, map.Height) * Attraction.TileSize;
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var (scaleX, scaleY) = e.DisplayArea.Size / mapSize;
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var scale = Math.Min(scaleX, scaleY);
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var pos = e.DisplayArea.Location + (e.DisplayArea.Size - mapSize * scale) / 2;
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map.Draw(time, batch, pos, scale, alpha);
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},
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OnPressed = e => {
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var map = GameImpl.Instance.Map;
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GameImpl.Instance.Camera.LookingPosition = new Vector2(map.Width, map.Height) / 2 * Attraction.TileSize;
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var backUi = new Group(Anchor.BottomLeft, new Vector2(1));
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backUi.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(1, 40), "Back") {
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OnPressed = e2 => this.FadeUi(false, () => this.uiSystem.Remove(e2.Root.Name))
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});
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// we want this to render below the main ui while it fades away
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this.uiSystem.Add("MapViewBack", backUi).Priority = -100;
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this.FadeUi(true);
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}
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});
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this.currentUi = main;
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this.uiSystem.Add("Main", main);
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// buy ui
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var buyUi = new Panel(Anchor.TopLeft, Vector2.One, Vector2.Zero, false, true, new Point(10, 30), false) {
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ChildPadding = new Padding(5, 15, 5, 5),
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IsHidden = true
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};
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foreach (var attraction in AttractionType.Attractions) {
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BigInteger price = 0;
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var button = buyUi.AddChild(new Button(Anchor.AutoLeft, new Vector2(1, 40)) {
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ChildPadding = new Vector2(4),
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Padding = new Padding(0, 0, 0, 4),
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OnPressed = e => {
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var map = GameImpl.Instance.Map;
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var pos = new Vector2(map.Width, map.Height) / 2;
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GameImpl.Instance.Camera.LookingPosition = (pos + new Vector2(0.5F)) * Attraction.TileSize;
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map.PlacingAttraction = attraction.Value.Create();
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map.PlacingPosition = pos.ToPoint();
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var yesNoUi = new Group(Anchor.BottomLeft, new Vector2(1));
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yesNoUi.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(0.5F, 40), "Back") {
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OnPressed = e2 => this.FadeUi(false, () => this.uiSystem.Remove(e2.Root.Name))
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});
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yesNoUi.AddChild(new Button(Anchor.AutoInlineIgnoreOverflow, new Vector2(0.5F, 40), "Place") {
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OnPressed = e2 => {
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GameImpl.Instance.Tickets -= price;
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map.Place(map.PlacingPosition, map.PlacingAttraction);
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this.FadeUi(false, () => this.uiSystem.Remove(e2.Root.Name));
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},
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OnUpdated = (e2, time) => ((Button) e2).IsDisabled = !map.CanPlace(map.PlacingPosition, map.PlacingAttraction)
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});
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// we want this to render below the main ui while it fades away
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this.uiSystem.Add("PlacingYesNo", yesNoUi).Priority = -100;
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this.FadeUi(true);
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},
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OnAreaUpdated = e => {
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// only update the price when the area updates, since it won't change while we're in the buy ui
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var markup = GameImpl.Instance.Map.GetAttractionAmount(attraction.Value) * 0.05F;
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price = (attraction.Value.InitialPrice * (1 + markup)).Ceil();
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}
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});
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button.OnUpdated += (e, time) => {
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button.IsDisabled = GameImpl.Instance.Tickets < price;
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};
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var center = button.AddChild(new Group(Anchor.Center, new Vector2(0.8F, 1), false) {CanBeMoused = false});
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center.AddChild(new Paragraph(Anchor.AutoCenter, 1, attraction.Key, true));
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center.AddChild(new Paragraph(Anchor.AutoCenter, 1, attraction.Value.GenerationPerSecond + "<i ticket>/s", true) {TextScale = 0.08F});
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var image = button.AddChild(new Image(Anchor.CenterLeft, new Vector2(1), attraction.Value.TextureRegion) {
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Padding = new Vector2(4)
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});
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button.OnAreaUpdated += e => image.Size = new Vector2(e.DisplayArea.Height / e.Scale);
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button.AddChild(new Paragraph(Anchor.CenterRight, 1, p => price + "<i ticket>", true));
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}
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this.uiSystem.Add("Buy", buyUi);
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this.swipeRelations = new Element[] {main, buyUi};
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}
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public void Update(GameTime time) {
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// swiping between tabs
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if (!this.currentUi.IsHidden) {
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if (MlemGame.Input.GetGesture(GestureType.HorizontalDrag, out var gesture)) {
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this.swipeProgress -= gesture.Delta.X / this.currentUi.DisplayArea.Width;
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} else if (!this.finishingSwipe && this.swipeProgress != 0 && !MlemGame.Input.TouchState.Any()) {
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// if we're not dragging or holding, we need to move back to our current ui
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this.swipeProgress -= Math.Sign(this.swipeProgress) * 0.03F;
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if (this.swipeProgress.Equals(0, 0.03F))
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this.ResetSwipe();
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}
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if (this.swipeProgress != 0) {
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// actual swipe reaction logic
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var curr = Array.IndexOf(this.swipeRelations, this.currentUi);
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var next = curr + Math.Sign(this.swipeProgress);
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if (next >= 0 && next < this.swipeRelations.Length) {
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this.swipeRelations[next].IsHidden = false;
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// if we've swiped a bit, we count this as a success and move to the next ui
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this.finishingSwipe = Math.Abs(this.swipeProgress) >= 0.15F;
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// if we're in the process of finishing a swipe, move without requiring input
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if (this.finishingSwipe) {
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if (!MlemGame.Input.TouchState.Any())
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this.swipeProgress += Math.Sign(this.swipeProgress) * 0.05F;
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// we're done with the swipe, so switch the active ui
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if (this.swipeProgress.Equals(Math.Sign(this.swipeProgress), 0.05F)) {
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this.currentUi = this.swipeRelations[next];
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this.ResetSwipe();
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}
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}
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} else {
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// when we're swiping into the void, we want to stop at the max
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this.swipeProgress = MathHelper.Clamp(this.swipeProgress, -1, 1);
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}
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// update element positions
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this.currentUi.Root.Transform = Matrix.CreateTranslation(-this.swipeProgress * this.currentUi.DisplayArea.Width, 0, 0);
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if (next >= 0 && next < this.swipeRelations.Length)
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this.swipeRelations[next].Root.Transform = Matrix.CreateTranslation((Math.Sign(this.swipeProgress) - this.swipeProgress) * this.swipeRelations[next].DisplayArea.Width, 0, 0);
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}
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}
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}
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private void ResetSwipe() {
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this.finishingSwipe = false;
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this.swipeProgress = 0;
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foreach (var element in this.swipeRelations) {
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element.IsHidden = element != this.currentUi;
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element.Root.Transform = Matrix.Identity;
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}
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}
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private void FadeUi(bool fadeOut, Action after = null) {
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IEnumerator<IWait> Impl() {
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// disable input handling during fade
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this.uiSystem.Controls.HandleTouch = false;
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GameImpl.Instance.DrawMap = true;
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this.currentUi.IsHidden = false;
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var alpha = 1F;
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while (alpha > 0) {
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alpha -= 0.03F;
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this.currentUi.DrawAlpha = !fadeOut ? 1 - alpha : alpha;
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yield return new WaitEvent(CoroutineEvents.Update);
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}
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this.uiSystem.Controls.HandleTouch = true;
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GameImpl.Instance.DrawMap = fadeOut;
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this.currentUi.IsHidden = fadeOut;
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// disable horizontal and vertical drag on map view to allow free drag to take priority
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InputHandler.SetGesturesEnabled(!fadeOut, GestureType.HorizontalDrag, GestureType.VerticalDrag);
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if (!fadeOut)
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GameImpl.Instance.Map.PlacingAttraction = null;
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after?.Invoke();
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}
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CoroutineHandler.Start(Impl());
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}
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private static IEnumerator<IWait> WobbleElement(CustomDrawGroup element, float intensity = 0.02F) {
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var sin = 0F;
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while (sin < MathHelper.Pi) {
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element.ScaleOrigin(1 + (float) Math.Sin(sin) * intensity);
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sin += 0.2F;
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yield return new WaitEvent(CoroutineEvents.Update);
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}
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element.Transform = Matrix.Identity;
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}
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}
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} |