v0.6.1, Fix #10 add completion bar to ingame ui

This commit is contained in:
JavidPack
2022-09-27 19:51:23 -06:00
parent 509e083190
commit 42ccd01b5a
4 changed files with 145 additions and 5 deletions

View File

@@ -18,7 +18,7 @@ namespace ItemChecklist
[Header("Automatic Settings")]
// non-player specific stuff:
[DefaultValue(typeof(Vector2), "475, 350")]
[DefaultValue(typeof(Vector2), "475, 370")]
[Range(0f, 1920f)]
[Label("Item Checklist Size")]
[Tooltip("Size of the Item Checklist UI. This will automatically save, no need to adjust")]

View File

@@ -18,6 +18,7 @@ using Terraria.UI;
using UIItemSlot = ItemChecklist.UIElements.UIItemSlot;
using Steamworks;
using System.Runtime.CompilerServices;
using System.ComponentModel;
namespace ItemChecklist
{
@@ -37,6 +38,7 @@ namespace ItemChecklist
internal NewUITextBox itemDescriptionFilter;
internal SharedUI sharedUI;
public UIGrid checklistGrid;
public UICollectionBar collectionBar;
//public static SortModes sortMode = SortModes.TerrariaSort;
float spacing = 8f;
@@ -80,7 +82,7 @@ namespace ItemChecklist
mainPanel.Width.Set(475f, 0f); // + 30
mainPanel.MinWidth.Set(415f, 0f);
mainPanel.MaxWidth.Set(884f, 0f);
mainPanel.Height.Set(350, 0f);
mainPanel.Height.Set(370, 0f);
mainPanel.MinHeight.Set(263, 0f);
mainPanel.MaxHeight.Set(1000, 0f);
//mainPanel.BackgroundColor = Color.LightBlue;
@@ -187,19 +189,26 @@ namespace ItemChecklist
checklistGrid.alternateSort = ItemGridSort;
checklistGrid.Top.Pixels = top;
checklistGrid.Width.Set(-25f, 1f);
checklistGrid.Height.Set(-top, 1f);
checklistGrid.Height.Set(-top - 24, 1f);
checklistGrid.ListPadding = 2f;
checklistPanel.Append(checklistGrid);
FixedUIScrollbar checklistListScrollbar = new FixedUIScrollbar();
checklistListScrollbar.SetView(100f, 1000f);
checklistListScrollbar.Top.Pixels = top;
checklistListScrollbar.Height.Set(-top, 1f);
checklistListScrollbar.Height.Set(-top - 24, 1f);
checklistListScrollbar.HAlign = 1f;
checklistPanel.Append(checklistListScrollbar);
checklistGrid.SetScrollbar(checklistListScrollbar);
// Checklistlist populated when the panel is shown: UpdateCheckboxes()
collectionBar = new UICollectionBar() {
Width = new StyleDimension(0f, 1f),
Height = new StyleDimension(15f, 0f),
VAlign = 1f,
};
checklistPanel.Append(collectionBar);
Append(mainPanel);
@@ -338,6 +347,7 @@ namespace ItemChecklist
if (!updateNeeded) { return; }
updateNeeded = false;
checklistGrid.Clear();
collectionBar.RecalculateBars();
if (buttonsHaveDummyTextures)
{

View File

@@ -0,0 +1,130 @@
using System.Collections.Generic;
using System.Linq;
using Terraria.UI;
using Terraria.GameContent.Bestiary;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Terraria.GameContent;
using Terraria;
using Terraria.ModLoader;
using Terraria.ID;
namespace ItemChecklist.UIElements
{
// Adapted from Terraria.ModLoader.UI.UIBestiaryBar
class UICollectionBar : UIElement
{
private class UICollectionBarItem
{
internal readonly string Tooltop;
internal readonly int EntryCount;
internal readonly int CompletedCount;
internal readonly Color DrawColor;
public UICollectionBarItem(string tooltop, int entryCount, int completedCount, Color drawColor) {
Tooltop = tooltop;
EntryCount = entryCount;
CompletedCount = completedCount;
DrawColor = drawColor;
}
}
private List<UICollectionBarItem> collectionBarItems;
public UICollectionBar() {
collectionBarItems = new List<UICollectionBarItem>();
RecalculateBars();
}
private readonly Color[] _colors = {
new Color(232, 76, 61),//red
new Color(155, 88, 181),//purple
new Color(27, 188, 155),//aqua
new Color(243, 156, 17),//orange
new Color(45, 204, 112),//green
new Color(241, 196, 15),//yellow
};
public void RecalculateBars() {
collectionBarItems.Clear();
if (Main.gameMenu)
return;
var ItemChecklistPlayer = Main.LocalPlayer.GetModPlayer<ItemChecklistPlayer>();
//Add the bestiary total to the bar
int total = ItemChecklistPlayer.totalItemsToFind;
int totalCollected = ItemChecklistPlayer.totalItemsFound;
collectionBarItems.Add(new UICollectionBarItem($"Total: {totalCollected}/{total} ({(float)totalCollected / total * 100f:N2}% Collected)", total, totalCollected, Main.OurFavoriteColor));
var data = ItemChecklistPlayer.foundItem.Zip(ContentSamples.ItemsByType.Values);
//.GroupBy(x=>x.Second.ModItem?.Mod.Name ?? "Terraria").ToDictionary(y=>y., x=>x);
var items = data.Where(x => x.Second.ModItem == null).ToList();
//Add Terraria's item entries
int collected = items.Count(x => x.First);
collectionBarItems.Add(new UICollectionBarItem($"Terraria: {collected}/{items.Count} ({(float)collected / items.Count * 100f:N2}% Collected)", items.Count, collected, _colors[0]));
//Add the mod's item entries
for (int i = 0; i < ModLoader.Mods.Length; i++) {
items = data.Where(x => x.Second.ModItem?.Mod == ModLoader.Mods[i]).ToList();
if (!items.Any()) // No Items added by mod.
continue;
collected = items.Count(x => x.First);
collectionBarItems.Add(new UICollectionBarItem($"{ModLoader.Mods[i].DisplayName}: {collected}/{items.Count} ({(float)collected / items.Count * 100f:N2}% Collected)", items.Count, collected, _colors[i % _colors.Length]));
}
}
protected override void DrawSelf(SpriteBatch sb) {
int xOffset = 0;
var rectangle = GetDimensions().ToRectangle();
const int bottomHeight = 3; //The height of the total completion bar
rectangle.Height -= bottomHeight;
bool drawHover = false;
UICollectionBarItem hoverData = null;
var ItemChecklistPlayer = Main.LocalPlayer.GetModPlayer<ItemChecklistPlayer>();
//Draw the mod progress bars
for (int i = 1; i < collectionBarItems.Count; i++) {
var barData = collectionBarItems[i];
int offset = (int)(rectangle.Width * (barData.EntryCount / (float)ItemChecklistPlayer.totalItemsToFind));
if (i == collectionBarItems.Count - 1) {
offset = rectangle.Width - xOffset;
}
int width = (int)(offset * (barData.CompletedCount / (float)barData.EntryCount));
var drawArea = new Rectangle(rectangle.X + xOffset, rectangle.Y, width, rectangle.Height);
var outlineArea = new Rectangle(rectangle.X + xOffset, rectangle.Y, offset, rectangle.Height);
xOffset += offset;
sb.Draw(TextureAssets.MagicPixel.Value, outlineArea, barData.DrawColor * 0.3f);
sb.Draw(TextureAssets.MagicPixel.Value, drawArea, barData.DrawColor);
if (!drawHover && outlineArea.Contains(new Point(Main.mouseX, Main.mouseY))) {
drawHover = true;
hoverData = barData;
}
}
//Draw the bottom progress bar
var bottomData = collectionBarItems[0];
int bottomWidth = (int)(rectangle.Width * (bottomData.CompletedCount / (float)bottomData.EntryCount));
var bottomDrawArea = new Rectangle(rectangle.X, rectangle.Bottom, bottomWidth, bottomHeight);
var bottomOutlineArea = new Rectangle(rectangle.X, rectangle.Bottom, rectangle.Width, bottomHeight);
sb.Draw(TextureAssets.MagicPixel.Value, bottomOutlineArea, bottomData.DrawColor * 0.3f);
sb.Draw(TextureAssets.MagicPixel.Value, bottomDrawArea, bottomData.DrawColor);
if (!drawHover && bottomOutlineArea.Contains(new Point(Main.mouseX, Main.mouseY))) {
drawHover = true;
hoverData = bottomData;
}
if (drawHover && hoverData != null) {
Main.instance.MouseText(hoverData.Tooltop, 0, 0);
}
}
}
}

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@@ -1,5 +1,5 @@
author = jopojelly
version = 0.6
version = 0.6.1
displayName = Item Checklist
homepage = https://forums.terraria.org/index.php?threads/item-checklist-in-game-100-item-collection-checklist.52786/
hideCode = false