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tobspr_shapez.io/src/js/game/hud/hud.js

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/* typehints:start */
import { GameRoot } from "../root";
/* typehints:end */
import { Signal } from "../../core/signal";
import { DrawParameters } from "../../core/draw_parameters";
import { HUDProcessingOverlay } from "./parts/processing_overlay";
import { HUDBuildingsToolbar } from "./parts/buildings_toolbar";
import { HUDBuildingPlacer } from "./parts/building_placer";
import { HUDBetaOverlay } from "./parts/beta_overlay";
import { HUDKeybindingOverlay } from "./parts/keybinding_overlay";
import { HUDUnlockNotification } from "./parts/unlock_notification";
import { HUDGameMenu } from "./parts/game_menu";
import { HUDShop } from "./parts/shop";
import { IS_MOBILE } from "../../core/config";
import { HUDMassSelector } from "./parts/mass_selector";
import { HUDVignetteOverlay } from "./parts/vignette_overlay";
import { HUDStatistics } from "./parts/statistics";
export class GameHUD {
/**
* @param {GameRoot} root
*/
constructor(root) {
this.root = root;
}
/**
* Initializes the hud parts
*/
initialize() {
this.signals = {
overlayOpened: new Signal(/* overlay */),
};
this.parts = {
processingOverlay: new HUDProcessingOverlay(this.root),
buildingsToolbar: new HUDBuildingsToolbar(this.root),
buildingPlacer: new HUDBuildingPlacer(this.root),
unlockNotification: new HUDUnlockNotification(this.root),
gameMenu: new HUDGameMenu(this.root),
massSelector: new HUDMassSelector(this.root),
shop: new HUDShop(this.root),
statistics: new HUDStatistics(this.root),
vignetteOverlay: new HUDVignetteOverlay(this.root),
// betaOverlay: new HUDBetaOverlay(this.root),
};
this.signals = {
selectedPlacementBuildingChanged: new Signal(/* metaBuilding|null */),
};
if (!IS_MOBILE) {
this.parts.keybindingOverlay = new HUDKeybindingOverlay(this.root);
}
const frag = document.createDocumentFragment();
for (const key in this.parts) {
this.parts[key].createElements(frag);
}
document.body.appendChild(frag);
for (const key in this.parts) {
this.parts[key].initialize();
}
this.internalInitSignalConnections();
this.root.gameState.keyActionMapper.getBinding("toggle_hud").add(this.toggleUi, this);
}
/**
* Attempts to close all overlays
*/
closeAllOverlays() {
for (const key in this.parts) {
this.parts[key].close();
}
}
/**
* Returns true if the game logic should be paused
*/
shouldPauseGame() {
for (const key in this.parts) {
if (this.parts[key].shouldPauseGame()) {
return true;
}
}
return false;
}
/**
* Returns true if the rendering can be paused
*/
shouldPauseRendering() {
for (const key in this.parts) {
if (this.parts[key].shouldPauseRendering()) {
return true;
}
}
return false;
}
/**
* Returns true if the rendering can be paused
*/
hasBlockingOverlayOpen() {
if (this.root.camera.getIsMapOverlayActive()) {
return true;
}
for (const key in this.parts) {
if (this.parts[key].isBlockingOverlay()) {
return true;
}
}
return false;
}
/**
* Toggles the ui
*/
toggleUi() {
document.body.classList.toggle("uiHidden");
}
/**
* Initializes connections between parts
*/
internalInitSignalConnections() {
const p = this.parts;
p.buildingsToolbar.sigBuildingSelected.add(p.buildingPlacer.startSelection, p.buildingPlacer);
}
/**
* Updates all parts
*/
update() {
if (!this.root.gameInitialized) {
return;
}
for (const key in this.parts) {
this.parts[key].update();
}
}
/**
* Draws all parts
* @param {DrawParameters} parameters
*/
draw(parameters) {
const partsOrder = ["massSelector", "buildingPlacer"];
for (let i = 0; i < partsOrder.length; ++i) {
if (this.parts[partsOrder[i]]) {
this.parts[partsOrder[i]].draw(parameters);
}
}
}
/**
* Draws all part overlays
* @param {DrawParameters} parameters
*/
drawOverlays(parameters) {
const partsOrder = [];
for (let i = 0; i < partsOrder.length; ++i) {
if (this.parts[partsOrder[i]]) {
this.parts[partsOrder[i]].drawOverlays(parameters);
}
}
}
/**
* Cleans up everything
*/
cleanup() {
for (const key in this.parts) {
this.parts[key].cleanup();
}
for (const key in this.signals) {
this.signals[key].removeAll();
}
}
}