private void drawPageIndicator(Graphics g) // PRE: g must be initialized. // POST: Draws a page indicator above the OK button. The filled in circle represents which // page we're currently on. { int x1; // First x coordinate for drawing area. int y1; // First y coordinate for drawing area. int x2; // Second x coordinate for drawing area. int y2; // Second y coordinate for drawing area. int width; // Width of drawing area. int height; // Height of drawing area. int offset; // Offset between circles. Graphics2D g2; // Graphics2D to change brush stroke. x1 = ScaledPoint.scalerToX(0.275); x2 = ScaledPoint.scalerToX(0.325); y1 = ScaledPoint.scalerToY(0.85); y2 = ScaledPoint.scalerToY(0.89); width = (x2 - x1) / 2; height = y2 - y1; offset = ScaledPoint.scalerToX(0.005) / 2; g2 = (Graphics2D) g; g2.setColor(Color.WHITE); g2.setStroke(new BasicStroke(1)); if (currentPage == 0) // if we are on the first page { g.fillOval(x1 - offset, y1, width, height); g.drawOval(x1 + width + offset, y1, width, height); } else // if we are on the second page. { g.drawOval(x1 - offset, y1, width, height); g.fillOval(x1 + width + offset, y1, width, height); } }
private void drawInventory(Graphics g) // PRE: g must be initialized. // POST: Draws the inventory of the store if mode == 0, else draws the players inventory. // If an item is selected, its border is highlighted white. { Graphics2D g2; // Graphics 2D object to allow for different brush stroke widths. Color start; // The start color for the inventory window gradient. Color end; // The end color for the inventory window gradient. int x1; // Upper-left x coordinate. int y1; // Upper-left y coordinate. int x2; // Bottom-right x coordinate. int y2; // Bottom-right y coordinate. int width; // Width of the inventory box. int height; // Height of the inventory box. int itemHeight; // The height of an item box. int itemY; // The y coordinate of the item. Item currentItem; // Item to store the current item g2 = (Graphics2D) g; start = new Color(120, 120, 220); end = new Color(50, 50, 150); x1 = inventoryPos[0].getScaledX(); y1 = inventoryPos[0].getScaledY(); x2 = inventoryPos[1].getScaledX(); y2 = inventoryPos[1].getScaledY(); width = x2 - x1; height = y2 - y1; while (height % ITEMSPERPAGE != 0) // ensure that the item boxes do not fall short of the window { height = ++y2 - y1; } itemHeight = height / ITEMSPERPAGE; Drawing.drawGradient(g2, start, end, x1, y1, width, height / 2); Drawing.drawGradient(g2, end, start, x1, y1 + height / 2, width, height / 2); g2.setColor(Color.BLACK); g2.setStroke(new BasicStroke(3)); g2.drawRect(--x1, --y1, ++width, height); g2.setColor(Color.WHITE); switch (store) // Chooses the current store { case 0: connectItems(getUserItems("Weapon", orderToSort)); break; case 1: connectItems(getUserItems("ArmorSmith", orderToSort)); break; case 2: connectItems(getUserItems("Accessory", orderToSort)); break; case 3: connectItems(getUserItems("General", orderToSort)); break; } if (mode) // Sets mode to true for user inventory and displays { connectItems(getUserItems("Player", orderToSort)); } int count = 0; // count = currentPage * ITEMSPERPAGE ; try // Try loading 10 items per page { currentItem = null; count = currentPage * ITEMSPERPAGE; for (int i = 0; i < ITEMSPERPAGE; i++) // draw each item into the window { if (i > itemsArray.length - 1) // Check if i excceds the array size { return; } itemY = y1 + (itemHeight) * i; currentItem = itemsArray[count]; if (itemSelected == i) // if the item was selected, highlight it { g2.drawRect(x1, itemY, width, itemHeight); } drawItem(g2, i, currentItem); count++; } } catch (Exception e) // Catch generic exception and print it out { System.err.println(e.toString()); System.err.println("Oh no, not like this..."); } }