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author | miozune <miozune@gmail.com> | 2023-12-04 05:34:27 +0900 |
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committer | GitHub <noreply@github.com> | 2023-12-03 21:34:27 +0100 |
commit | f74c7cc297d1d19d38a19683cd277ad9ce605d3a (patch) | |
tree | b2a5d66ec5a959099240fb1db239ffc0f9531839 /src/main/java/gregtech/api/recipe/BasicUIProperties.java | |
parent | b08cde7de4ec93cba05fb070991ad1dffb800ce1 (diff) | |
download | GT5-Unofficial-f74c7cc297d1d19d38a19683cd277ad9ce605d3a.tar.gz GT5-Unofficial-f74c7cc297d1d19d38a19683cd277ad9ce605d3a.tar.bz2 GT5-Unofficial-f74c7cc297d1d19d38a19683cd277ad9ce605d3a.zip |
Refactor RecipeMap (#2345)
* Remove deprecated and unused things
* Move recipemap subclasses
* Move GT_Recipe_Map to outside and rename to RecipeMap
* Move recipemap instances to separated class & remove prepending s
* Remove useless GT_Recipe constructors
* Always use ModularUI
* Rename IGT_RecipeMap -> IRecipeMap
* Add RecipeMapBuilder
* Remove more deprecated and unused things
* Fix RecipeMap type parameters
* Use multimap for recipe index
* Fix bending recipe error in dev env
* Remove mUniqueIdentifier
* Update AE2FC
* Less edgy texture for NEI recipe background
* Add replicator fluid output slot for NEI and machine GUI
* Fix fluid fuels not having fuel value in large boilers
* Remove GT_RectHandler and NEI_TransferRectHost
* Remove RecipeMapHandler
* Move NEI energy description from RecipeMapFrontend to Power
* Refactor the way to filter fusion recipes
* Check restriction for some properties
* Remove showVoltageAmperage
* Make Power accept GT_Recipe
* Fix NPE
* Move NEI duration description to Power from Frontend
* Directly implement IRecipeProcessingAwareHatch for GT_MetaTileEntity_Hatch_InputBus_ME
* Make Power integrated with GT_OverclockCalculator
* Rename Power -> OverclockDescriber
* Don't modify recipe find logic until postload finishes
* Reformat reserved MTE ids
* Fix check for too few inputs on recipe addition
* Move replicator logic to backend
* Stop un-hiding assline recipes
* Allow setting custom recipe comparator & implement for fusion
* Update AE2FC
* Rename getRecipeList and getRecipes -> getRecipeMap
* Automatically register recipe catalysts
* Cleanup the way to detect recipe collision
* Make use of BasicUIProperties for basic machines
* Make use of BasicUIProperties for UIHelper
* Rename specialHandler -> recipeTransformer
* Add way to automatically register handler info
* Add recipe category
* Add some APIs for addons
* Rename blastRecipes ->
blastFurnaceRecipes
* Remove GT_MetaTileEntity_BasicMachine_GT_Recipe#mSharedTank and #mRequiresFluidForFiltering
* Don't require setting duration and EU/t for fuel recipes
* Don't require setting EU/t for primitive blast furnace recipes
* Revert change to addMultiblockChemicalRecipe
* Fix large boiler general desc recipe not being added
* Hide duration and EU/t from large boiler
* Cleanup recipe stacktrace draw
* Extend metadata usage of recipe builder to recipe itself
* Implement metadata handling & NEI comparator for PCB factory
* Some rename around NEIRecipeInfo
* Some toString implementations
* Add more APIs for addons & some rename
* Infer handler icon from recipe catalyst if one is not set
* Also shrink recipe title when OC is not used
* Remove rare earth centrifuge recipe
* Use metadata for replicator backend
* Adjust geothermal generator output slot
* Allow having multiple transferrects
* Store recipemap reference in backend
* Rename vacuumRecipes -> vacuumFreezerRecipes
* Add config to tweak visibility of recipe categories
* Remove mHideRecyclingRecipes in favor of recipe category config
* Fix typo fluidSolidfierRecipes -> fluidSolidifierRecipes
* Refactor findRecipe and ProcessingLogic to use Stream
* Fix BBF handler icon & remove bronze blast furnace
* Add fluent API for findRecipe
* Add way to stop adding progressbar
* Change arg order for special texture
* Avoid overwriting interesting failure with NO_RECIPE
* Some changes for FuelBackend
* Set space project icon
* Remove localization from TT
* Remove CNC recipe adder
* Move recipe extractor from AE2FC
* Minor internal change for ProcessingLogic#applyRecipe
* More javadoc on #getAvailableRecipeMaps
* Better implementation of #ofSupplier
* Move replicator exponent config to GT_Proxy
* Remove RC & IC2 macerator handling
* Rename StreamUtil -> GT_StreamUtil
* Refactor code around RecipeMetadataStorage
* Revise #compileRecipe javadoc
* Switch extreme diesel recipe loader to downstream recipe map
* Optimize #reMap
* Rename reload -> reloadNEICache
* Minor tweak for drawEnergyInfo
* a bit more doc
* Adjust recipe catalysts
* Add toString implementation for GT_Fluid for debug
* Minor revision for OilCrackerBackend
* Index replicator recipes by material
---------
Co-authored-by: Glease <4586901+Glease@users.noreply.github.com>
Diffstat (limited to 'src/main/java/gregtech/api/recipe/BasicUIProperties.java')
-rw-r--r-- | src/main/java/gregtech/api/recipe/BasicUIProperties.java | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/src/main/java/gregtech/api/recipe/BasicUIProperties.java b/src/main/java/gregtech/api/recipe/BasicUIProperties.java new file mode 100644 index 0000000000..fde86785b2 --- /dev/null +++ b/src/main/java/gregtech/api/recipe/BasicUIProperties.java @@ -0,0 +1,251 @@ +package gregtech.api.recipe; + +import java.awt.Rectangle; +import java.util.List; +import java.util.function.IntFunction; +import java.util.function.Supplier; + +import javax.annotation.Nullable; +import javax.annotation.ParametersAreNonnullByDefault; + +import org.apache.commons.lang3.tuple.Pair; + +import com.gtnewhorizons.modularui.api.drawable.FallbackableUITexture; +import com.gtnewhorizons.modularui.api.drawable.IDrawable; +import com.gtnewhorizons.modularui.api.math.Pos2d; +import com.gtnewhorizons.modularui.api.math.Size; +import com.gtnewhorizons.modularui.common.widget.ProgressBar; + +import gregtech.api.gui.modularui.FallbackableSteamTexture; +import gregtech.api.gui.modularui.SteamTexture; +import gregtech.api.util.FieldsAreNonnullByDefault; +import gregtech.api.util.MethodsReturnNonnullByDefault; + +/** + * Data object to store properties, used to draw both basic machine GUI and NEI recipe GUI, mainly GUI widgets. + * Not all the info used to draw NEI are listed here, see also {@link NEIRecipeProperties}. + * <p> + * Use {@link #builder()} for creation. + */ +@ParametersAreNonnullByDefault +@MethodsReturnNonnullByDefault +@FieldsAreNonnullByDefault +public final class BasicUIProperties { + + /** + * Starts constructing BasicUIProperties. + */ + public static BasicUIPropertiesBuilder builder() { + return new BasicUIPropertiesBuilder(); + } + + /** + * Creates new builder from this instance. + */ + public BasicUIPropertiesBuilder toBuilder() { + return new BasicUIPropertiesBuilder().maxItemInputs(maxItemInputs) + .maxItemOutputs(maxItemOutputs) + .maxFluidInputs(maxFluidInputs) + .maxFluidOutputs(maxFluidOutputs) + .slotOverlays(slotOverlays) + .slotOverlaysSteam(slotOverlaysSteam) + .progressBarTexture(progressBarTexture) + .progressBarTextureSteam(progressBarTextureSteam) + .progressBarDirection(progressBarDirection) + .progressBarSize(progressBarSize) + .progressBarPos(progressBarPos) + .useProgressBar(useProgressBar) + .useSpecialSlot(useSpecialSlot) + .neiTransferRect(neiTransferRect) + .neiTransferRectId(neiTransferRectId) + .specialTextures(specialTextures) + .specialTexturesSteam(specialTexturesSteam) + .logo(logo) + .logoSize(logoSize) + .logoPos(logoPos) + .itemInputPositionsGetter(itemInputPositionsGetter) + .itemOutputPositionsGetter(itemOutputPositionsGetter) + .specialItemPositionGetter(specialItemPositionGetter) + .fluidInputPositionsGetter(fluidInputPositionsGetter) + .fluidOutputPositionsGetter(fluidOutputPositionsGetter) + .amperage(amperage); + } + + /** + * How many item inputs does this recipemap usually has at most. + * It does not actually restrict number of items used in the recipe. + */ + public final int maxItemInputs; + /** + * How many item outputs does this recipemap usually has at most. + * It does not actually restrict number of items used in the recipe. + */ + public final int maxItemOutputs; + /** + * How many fluid inputs does this recipemap usually has at most. + * It does not actually restrict number of items used in the recipe. + */ + public final int maxFluidInputs; + /** + * How many fluid outputs does this recipemap usually has at most. + * It does not actually restrict number of items used in the recipe. + */ + public final int maxFluidOutputs; + + private final SlotOverlayGetter<IDrawable> slotOverlays; + private final SlotOverlayGetter<SteamTexture> slotOverlaysSteam; + + /** + * Progressbar used for BasicMachine GUI and NEI. + */ + @Nullable + public final FallbackableUITexture progressBarTexture; + /** + * Progressbar used for steam machine GUI. + */ + @Nullable + public final FallbackableSteamTexture progressBarTextureSteam; + /** + * Direction of progressbar animation. + */ + public final ProgressBar.Direction progressBarDirection; + /** + * Size of the progressbar. (20, 36) by default. + */ + public final Size progressBarSize; + /** + * Position of the progressbar. (78, 24) by default. + */ + public final Pos2d progressBarPos; + /** + * Image size in the direction of progressbar. Used for non-smooth rendering. + */ + public final int progressBarImageSize; + + /** + * If progressbar should be added. + */ + public final boolean useProgressBar; + + /** + * If special slot has its usage for this GUI. + */ + public final boolean useSpecialSlot; + + /** + * GUI area where clicking shows up all the recipes available. + */ + public final List<Rectangle> neiTransferRect; + /** + * ID used to open NEI recipe GUI when progressbar is clicked. + */ + @Nullable + public final String neiTransferRectId; + + /** + * Additional textures shown on GUI. + */ + public final List<Pair<IDrawable, Pair<Size, Pos2d>>> specialTextures; + /** + * Additional textures shown on steam machine GUI. + */ + public final List<Pair<SteamTexture, Pair<Size, Pos2d>>> specialTexturesSteam; + + /** + * Logo shown on GUI. GregTech logo by default. + */ + public final IDrawable logo; + /** + * Size of logo. (17, 17) by default. + */ + public final Size logoSize; + /** + * Position of logo. (152, 63) by default. + */ + public final Pos2d logoPos; + + public final IntFunction<List<Pos2d>> itemInputPositionsGetter; + public final IntFunction<List<Pos2d>> itemOutputPositionsGetter; + public final Supplier<Pos2d> specialItemPositionGetter; + public final IntFunction<List<Pos2d>> fluidInputPositionsGetter; + public final IntFunction<List<Pos2d>> fluidOutputPositionsGetter; + + /** + * Amperage for the recipemap. Even though this is placed at frontend because backend logic doesn't need it, + * some machine logic also use this variable. + */ + public final int amperage; + + BasicUIProperties(int maxItemInputs, int maxItemOutputs, int maxFluidInputs, int maxFluidOutputs, + SlotOverlayGetter<IDrawable> slotOverlays, SlotOverlayGetter<SteamTexture> slotOverlaysSteam, + @Nullable FallbackableUITexture progressBarTexture, @Nullable FallbackableSteamTexture progressBarTextureSteam, + ProgressBar.Direction progressBarDirection, Size progressBarSize, Pos2d progressBarPos, boolean useProgressBar, + boolean useSpecialSlot, List<Rectangle> neiTransferRect, @Nullable String neiTransferRectId, + List<Pair<IDrawable, Pair<Size, Pos2d>>> specialTextures, + List<Pair<SteamTexture, Pair<Size, Pos2d>>> specialTexturesSteam, IDrawable logo, Size logoSize, Pos2d logoPos, + IntFunction<List<Pos2d>> itemInputPositionsGetter, IntFunction<List<Pos2d>> itemOutputPositionsGetter, + Supplier<Pos2d> specialItemPositionGetter, IntFunction<List<Pos2d>> fluidInputPositionsGetter, + IntFunction<List<Pos2d>> fluidOutputPositionsGetter, int amperage) { + if (maxItemInputs < 0 || maxItemOutputs < 0 || maxFluidInputs < 0 || maxFluidOutputs < 0) { + throw new IllegalArgumentException( + "maxItemInputs, maxItemOutputs, maxFluidInputs and maxFluidOutputs cannot be negative"); + } + if (amperage < 1) { + throw new IllegalArgumentException("Amperage cannot be lower than 1"); + } + this.maxItemInputs = maxItemInputs; + this.maxItemOutputs = maxItemOutputs; + this.maxFluidInputs = maxFluidInputs; + this.maxFluidOutputs = maxFluidOutputs; + this.slotOverlays = slotOverlays; + this.slotOverlaysSteam = slotOverlaysSteam; + this.progressBarTexture = progressBarTexture; + this.progressBarTextureSteam = progressBarTextureSteam; + this.progressBarDirection = progressBarDirection; + this.progressBarSize = progressBarSize; + this.progressBarPos = progressBarPos; + this.useProgressBar = useProgressBar; + this.useSpecialSlot = useSpecialSlot; + this.neiTransferRect = neiTransferRect; + this.neiTransferRectId = neiTransferRectId; + this.specialTextures = specialTextures; + this.specialTexturesSteam = specialTexturesSteam; + this.logo = logo; + this.logoSize = logoSize; + this.logoPos = logoPos; + this.itemInputPositionsGetter = itemInputPositionsGetter; + this.itemOutputPositionsGetter = itemOutputPositionsGetter; + this.specialItemPositionGetter = specialItemPositionGetter; + this.fluidInputPositionsGetter = fluidInputPositionsGetter; + this.fluidOutputPositionsGetter = fluidOutputPositionsGetter; + this.amperage = amperage; + + this.progressBarImageSize = switch (progressBarDirection) { + case UP, DOWN -> progressBarSize.height; + case CIRCULAR_CW -> Math.max(progressBarSize.width, progressBarSize.height); + default -> progressBarSize.width; + }; + } + + /** + * Retrieves overlay for slot, with given matching conditions. + */ + @Nullable + public IDrawable getOverlayForSlot(int index, boolean isFluid, boolean isOutput, boolean isSpecial) { + return slotOverlays.apply(index, isFluid, isOutput, isSpecial); + } + + /** + * Retrieves overlay for slot of steam machines, with given matching conditions. + */ + @Nullable + public SteamTexture getOverlayForSlotSteam(int index, boolean isFluid, boolean isOutput, boolean isSpecial) { + return slotOverlaysSteam.apply(index, isFluid, isOutput, isSpecial); + } + + public interface SlotOverlayGetter<T> { + + @Nullable + T apply(int index, boolean isFluid, boolean isOutput, boolean isSpecial); + } +} |