/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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 2 of the License, or
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "gui/widgets/button.h"
#include "gui/equipmentwindow.h"
#include "gui/itempopup.h"
#include "gui/palette.h"
#include "gui/playerbox.h"
#include "gui/viewport.h"
#include "equipment.h"
#include "graphics.h"
#include "inventory.h"
#include "item.h"
#include "localplayer.h"
#include "resources/image.h"
#include "resources/iteminfo.h"
#include "resources/resourcemanager.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <guichan/font.hpp>
static const int BOX_WIDTH = 36;
static const int BOX_HEIGHT = 36;
// Positions of the boxes, 2nd dimension is X and Y respectively.
static const int boxPosition[][2] = {
{ 50, 208 }, // EQUIP_LEGS_SLOT
{ 8, 123 }, // EQUIP_FIGHT1_SLOT
{ 8, 78 }, // EQUIP_GLOVES_SLOT
{ 129, 168 }, // EQUIP_RING2_SLOT
{ 8, 168 }, // EQUIP_RING1_SLOT
{ 129, 123 }, // EQUIP_FIGHT2_SLOT
{ 90, 208 }, // EQUIP_FEET_SLOT
{ 50, 40 }, // EQUIP_CAPE_SLOT
{ 70, 0 }, // EQUIP_HEAD_SLOT
{ 90, 40 }, // EQUIP_TORSO_SLOT
{ 129, 78 } // EQUIP_AMMO_SLOT
};
#ifdef TMWSERV_SUPPORT
EquipmentWindow::EquipmentWindow(Equipment *equipment):
#else
EquipmentWindow::EquipmentWindow():
#endif
Window(_("Equipment")),
#ifdef TMWSERV_SUPPORT
mEquipment(equipment),
#endif
mSelected(-1)
{
mItemPopup = new ItemPopup;
// Control that shows the Player
PlayerBox *playerBox = new PlayerBox;
playerBox->setDimension(gcn::Rectangle(50, 80, 74, 123));
playerBox->setPlayer(player_node);
setWindowName("Equipment");
setCloseButton(true);
setSaveVisible(true);
setDefaultSize(180, 300, ImageRect::CENTER);
loadWindowState();
gcn::Button *unequip = new Button(_("Unequip"), "unequip", this);
gcn::Rectangle const &area = getChildrenArea();
unequip->setPosition(area.width - unequip->getWidth() - 5,
area.height - unequip->getHeight() - 5);
add(playerBox);
add(unequip);
for (int i = 0; i < EQUIP_VECTOREND; i++)
{
mEquipBox[i].posX = boxPosition[i][0] + getPadding();
mEquipBox[i].posY = boxPosition[i][1] + getTitleBarHeight();
}
#ifdef EATHENA_SUPPORT
mEquipment = player_node->mEquipment.get();
mInventory = player_node->getInventory();
#endif
}
EquipmentWindow::~EquipmentWindow()
{
delete mItemPopup;
}
void EquipmentWindow::draw(gcn::Graphics *graphics)
{
// Draw window graphics
Window::draw(graphics);
Graphics *g = static_cast<Graphics*>(graphics);
Window::drawChildren(graphics);
for (int i = 0; i < EQUIP_VECTOREND; i++)
{
if (i == mSelected)
{
const gcn::Color color = guiPalette->getColor(Palette::HIGHLIGHT);
// Set color to the highligh color
g->setColor(gcn::Color(color.r, color.g, color.b, getGuiAlpha()));
g->fillRectangle(gcn::Rectangle(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT));
}
// Set color black.
g->setColor(gcn::Color(0, 0, 0));
// Draw box border.
g->drawRectangle(gcn::Rectangle(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT));
#ifdef TMWSERV_SUPPORT
Item *item = mEquipment->getEquipment(i);
#else
Item *item = (i != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(i)) :
mInventory->getItem(mEquipment->getArrows());
#endif
if (item)
{
// Draw Item.
Image *image = item->getImage();
g->drawImage(image,
mEquipBox[i].posX + 2,
mEquipBox[i].posY + 2);
#ifdef EATHENA_SUPPORT
if (i == EQUIP_AMMO_SLOT)
{
g->setColor(guiPalette->getColor(Palette::TEXT));
graphics->drawText(toString(item->getQuantity()),
mEquipBox[i].posX + (BOX_WIDTH / 2),
mEquipBox[i].posY - getFont()->getHeight(),
gcn::Graphics::CENTER);
}
#endif
}
}
}
void EquipmentWindow::action(const gcn::ActionEvent &event)
{
if (event.getId() == "unequip" && mSelected > -1)
{
#ifdef TMWSERV_SUPPORT // TODO: merge these!
Item *item = mEquipment->getEquipment(mSelected);
#else
Item *item = (mSelected != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(mSelected)) :
mInventory->getItem(mEquipment->getArrows());
#endif
player_node->unequipItem(item);
mSelected = -1;
}
}
Item* EquipmentWindow::getItem(int x, int y) const
{
for (int i = 0; i < EQUIP_VECTOREND; i++)
{
gcn::Rectangle tRect(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT);
if (tRect.isPointInRect(x, y))
{
#ifdef TMWSERV_SUPPORT
return mEquipment->getEquipment(i);
#else
return (i != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(i)) :
mInventory->getItem(mEquipment->getArrows());
#endif
}
}
return NULL;
}
void EquipmentWindow::mousePressed(gcn::MouseEvent& mouseEvent)
{
Window::mousePressed(mouseEvent);
const int x = mouseEvent.getX();
const int y = mouseEvent.getY();
if (mouseEvent.getButton() == gcn::MouseEvent::LEFT)
{
// Checks if any of the presses were in the equip boxes.
for (int i = 0; i < EQUIP_VECTOREND; i++)
{
#ifdef TMWSERV_SUPPORT
Item *item = mEquipment->getEquipment(i);
#else
Item *item = (i != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(i)) :
mInventory->getItem(mEquipment->getArrows());
#endif
gcn::Rectangle tRect(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT);
if (tRect.isPointInRect(x, y) && item)
mSelected = i;
}
}
else if (mouseEvent.getButton() == gcn::MouseEvent::RIGHT)
{
if (Item *item = getItem(x, y))
{
/* Convert relative to the window coordinates to absolute screen
* coordinates.
*/
const int mx = x + getX();
const int my = y + getY();
viewport->showPopup(mx, my, item);
}
}
}
// Show ItemTooltip
void EquipmentWindow::mouseMoved(gcn::MouseEvent &event)
{
const int x = event.getX();
const int y = event.getY();
Item *item = getItem(x, y);
if (item)
{
int mouseX, mouseY;
SDL_GetMouseState(&mouseX, &mouseY);
mItemPopup->setItem(item->getInfo());
mItemPopup->view(x + getX(), y + getY());
}
else
{
mItemPopup->setVisible(false);
}
}
// Hide ItemTooltip
void EquipmentWindow::mouseExited(gcn::MouseEvent &event)
{
mItemPopup->setVisible(false);
}