/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2015 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.shatteredpixel.shatteredpixeldungeon.ui; import com.watabou.noosa.Image; import com.shatteredpixel.shatteredpixeldungeon.Assets; import com.shatteredpixel.shatteredpixeldungeon.actors.hero.HeroClass; public enum Icons { SKULL, BUSY, COMPASS, INFO, PREFS, WARNING, TARGET, MASTERY, WATA, SHPX, WARRIOR, MAGE, ROGUE, HUNTRESS, CLOSE, DEPTH, DEPTH_LG, SLEEP, ALERT, BACKPACK, SEED_POUCH, SCROLL_HOLDER, POTION_BANDOLIER, WAND_HOLSTER, CHECKED, UNCHECKED, EXIT, NOTES, CHALLENGE_OFF, CHALLENGE_ON, RESUME; public Image get() { return get( this ); } public static Image get( Icons type ) { Image icon = new Image( Assets.ICONS ); switch (type) { case SKULL: icon.frame( icon.texture.uvRect( 0, 0, 8, 8 ) ); break; case BUSY: icon.frame( icon.texture.uvRect( 8, 0, 16, 8 ) ); break; case COMPASS: icon.frame( icon.texture.uvRect( 0, 8, 7, 13 ) ); break; case INFO: icon.frame( icon.texture.uvRect( 16, 0, 30, 14 ) ); break; case PREFS: icon.frame( icon.texture.uvRect( 30, 0, 46, 16 ) ); break; case WARNING: icon.frame( icon.texture.uvRect( 46, 0, 58, 12 ) ); break; case TARGET: icon.frame( icon.texture.uvRect( 0, 13, 16, 29 ) ); break; case MASTERY: icon.frame( icon.texture.uvRect( 16, 14, 30, 28 ) ); break; case WATA: icon.frame( icon.texture.uvRect( 30, 16, 45, 26 ) ); break; case SHPX: icon.frame( icon.texture.uvRect( 64, 44, 80, 60 ) ); break; case WARRIOR: icon.frame( icon.texture.uvRect( 0, 29, 16, 45 ) ); break; case MAGE: icon.frame( icon.texture.uvRect( 16, 29, 32, 45 ) ); break; case ROGUE: icon.frame( icon.texture.uvRect( 32, 29, 48, 45 ) ); break; case HUNTRESS: icon.frame( icon.texture.uvRect( 48, 29, 64, 45 ) ); break; case CLOSE: icon.frame( icon.texture.uvRect( 0, 45, 13, 58 ) ); break; case DEPTH: icon.frame( icon.texture.uvRect( 45, 12, 54, 20 ) ); break; case DEPTH_LG: icon.frame( icon.texture.uvRect( 34, 46, 50, 62 ) ); break; case SLEEP: icon.frame( icon.texture.uvRect( 13, 45, 22, 53 ) ); break; case ALERT: icon.frame( icon.texture.uvRect( 22, 45, 30, 53 ) ); break; case BACKPACK: icon.frame( icon.texture.uvRect( 58, 0, 68, 10 ) ); break; case SCROLL_HOLDER: icon.frame( icon.texture.uvRect( 68, 0, 78, 10 ) ); break; case SEED_POUCH: icon.frame( icon.texture.uvRect( 78, 0, 88, 10 ) ); break; case WAND_HOLSTER: icon.frame( icon.texture.uvRect( 88, 0, 98, 10 ) ); break; case POTION_BANDOLIER: icon.frame( icon.texture.uvRect( 98, 0, 108, 10 ) ); break; case CHECKED: icon.frame( icon.texture.uvRect( 54, 12, 66, 24 ) ); break; case UNCHECKED: icon.frame( icon.texture.uvRect( 66, 12, 78, 24 ) ); break; case EXIT: icon.frame( icon.texture.uvRect( 108, 0, 124, 16 ) ); break; case NOTES: icon.frame( icon.texture.uvRect( 79, 40, 94, 56 ) ); break; case CHALLENGE_OFF: icon.frame( icon.texture.uvRect( 78, 16, 102, 40 ) ); break; case CHALLENGE_ON: icon.frame( icon.texture.uvRect( 102, 16, 126, 40 ) ); break; case RESUME: icon.frame( icon.texture.uvRect( 13, 53, 24, 64 ) ); break; } return icon; } public static Image get( HeroClass cl ) { switch (cl) { case WARRIOR: return get( WARRIOR ); case MAGE: return get( MAGE ); case ROGUE: return get( ROGUE ); case HUNTRESS: return get( HUNTRESS ); default: return null; } } }