osb/source/game/items/StarMaterialItem.hpp
Kae f6f91b18e8 Various improvements
You can now right click empty slots to insert one from swap.
Added unique sounds for the swap slot count incrementing/decrementing.
Material placement now plays sounds.
2023-08-18 23:14:53 +10:00

55 lines
1.3 KiB
C++

#ifndef STAR_MATERIAL_ITEM_HPP
#define STAR_MATERIAL_ITEM_HPP
#include "StarItem.hpp"
#include "StarFireableItem.hpp"
#include "StarBeamItem.hpp"
#include "StarEntityRendering.hpp"
namespace Star {
STAR_CLASS(MaterialItem);
class MaterialItem : public Item, public FireableItem, public BeamItem {
public:
MaterialItem(Json const& config, String const& directory, Json const& settings);
virtual ~MaterialItem() {}
ItemPtr clone() const override;
void init(ToolUserEntity* owner, ToolHand hand) override;
void uninit() override;
void update(float dt, FireMode fireMode, bool shifting, HashSet<MoveControlType> const& moves) override;
List<Drawable> nonRotatedDrawables() const override;
void fire(FireMode mode, bool shifting, bool edgeTriggered) override;
void endFire(FireMode mode, bool shifting) override;
MaterialId materialId() const;
MaterialHue materialHueShift() const;
bool canPlace(bool shifting) const;
bool multiplaceEnabled() const;
// FIXME: Why isn't this a PreviewTileTool then??
List<PreviewTile> preview(bool shifting) const;
private:
MaterialHue placementHueShift(Vec2I const& position) const;
MaterialId m_material;
MaterialHue m_materialHueShift;
float m_blockRadius;
float m_altBlockRadius;
bool m_shifting;
bool m_multiplace;
StringList m_placeSounds;
Maybe<Vec2F> m_lastAimPosition;
};
}
#endif