Open source Star Ruler 2 source code!
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import overlays.Popup;
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import elements.GuiText;
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import elements.GuiMarkupText;
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import elements.GuiButton;
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import elements.GuiSprite;
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import elements.Gui3DObject;
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import util.formatting;
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import artifacts;
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import abilities;
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import icons;
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from overlays.ContextMenu import openContextMenu;
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class ArtifactPopup : Popup {
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GuiText@ name;
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GuiMarkupText@ description;
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GuiText@ cost;
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GuiSprite@ icon;
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Gui3DObject@ objView;
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Artifact@ obj;
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double lastUpdate = -INFINITY;
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ArtifactPopup(BaseGuiElement@ parent) {
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super(parent);
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size = vec2i(210, 220);
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@name = GuiText(this, Alignment(Left+4, Top+4, Right-4, Top+30));
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name.horizAlign = 0.5;
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@objView = Gui3DObject(this, Alignment(Left+3+4, Top+30+4, Right-4-4, Top+110-4));
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@description = GuiMarkupText(this, Alignment(Left+8, Top+110, Right-8, Bottom-4));
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@icon = GuiSprite(this, Alignment(Left+8, Bottom-34, Left+35, Bottom-7));
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@cost = GuiText(this, Alignment(Left+35, Bottom-34, Right, Bottom-4));
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cost.horizAlign = 0.5;
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cost.font = FT_Bold;
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cost.color = colors::Energy;
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updateAbsolutePosition();
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}
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bool compatible(Object@ Obj) {
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return Obj.isArtifact;
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}
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void set(Object@ Obj) {
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@obj = cast<Artifact>(Obj);
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@objView.object = Obj;
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lastUpdate = -INFINITY;
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}
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Object@ get() {
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return obj;
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}
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void draw() {
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Popup::updatePosition(obj);
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recti bgPos = AbsolutePosition;
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skin.draw(SS_Panel, SF_Normal, bgPos);
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skin.draw(SS_BG3D, SF_Normal, objView.absolutePosition.padded(-4));
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skin.draw(SS_SubTitle, SF_Normal, recti_area(bgPos.topLeft+vec2i(2,1), vec2i(bgPos.width-5, 30)));
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if(cost.visible)
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skin.draw(SS_SubTitle, SF_Normal, cost.absolutePosition.padded(-31,-3,4,-1), colors::Energy);
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BaseGuiElement::draw();
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}
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bool onGuiEvent(const GuiEvent& evt) {
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switch(evt.type) {
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case GUI_Clicked:
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if(evt.caller is objView) {
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dragging = false;
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if(!dragged) {
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switch(evt.value) {
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case OA_LeftClick:
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emitClicked(PA_Select);
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return true;
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case OA_RightClick:
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openContextMenu(obj);
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return true;
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case OA_MiddleClick:
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case OA_DoubleClick:
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if(isSelectable)
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emitClicked(PA_Select);
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else
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emitClicked(PA_Manage);
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return true;
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}
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}
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}
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break;
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}
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return Popup::onGuiEvent(evt);
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}
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void update() {
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if(frameTime - 1.0 < lastUpdate)
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return;
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lastUpdate = frameTime;
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const Font@ ft = skin.getFont(FT_Normal);
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//Update name
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name.text = obj.name;
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if(ft.getDimension(name.text).x > name.size.width)
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name.font = FT_Detail;
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else
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name.font = FT_Normal;
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const ArtifactType@ type = getArtifactType(obj.ArtifactType);
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if(type !is null)
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description.text = type.description;
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else
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description.text = "--";
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//Update cost
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array<Ability> abilities;
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abilities.syncFrom(obj.getAbilities());
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if(abilities.length != 0) {
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icon.visible = true;
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cost.visible = true;
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double energyCost = abilities[0].getEnergyCost();
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@abilities[0].emp = playerEmpire;
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icon.desc = abilities[0].type.icon;
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cost.text = format("$1 $2", energyCost, locale::RESOURCE_ENERGY);
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cost.visible = energyCost != 0;
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icon.visible = cost.visible;
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}
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else {
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icon.visible = false;
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cost.visible = false;
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}
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Popup::update();
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Popup::updatePosition(obj);
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}
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};
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