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authorIra Rice <irarice@gmail.com>2009-01-26 16:25:55 -0700
committerIra Rice <irarice@gmail.com>2009-01-26 16:25:55 -0700
commit368a7d109248fe286aad278e744192746381df9c (patch)
tree2a3c1fd8b00772e35e16118abb173daa5f1502e5 /src/gui/equipmentwindow.cpp
parent63126a5dd5e6cf9acaf9b2114e8ac7213939d69f (diff)
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Created a new equipment screen, which is loosely related to the
equipment screen on TMW's mainline client. Also fixed up the player box so that it can be used in game as well, which could potentially be useful in the future for making future equipment dialog changes. Signed-off-by: Ira Rice <irarice@gmail.com>
Diffstat (limited to 'src/gui/equipmentwindow.cpp')
-rw-r--r--src/gui/equipmentwindow.cpp141
1 files changed, 114 insertions, 27 deletions
diff --git a/src/gui/equipmentwindow.cpp b/src/gui/equipmentwindow.cpp
index ff976b24..b532d621 100644
--- a/src/gui/equipmentwindow.cpp
+++ b/src/gui/equipmentwindow.cpp
@@ -19,16 +19,19 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+#define BOX_WIDTH 36
+#define BOX_HEIGHT 36
+
+#include <guichan/font.hpp>
+
+#include "button.h"
#include "equipmentwindow.h"
+#include "playerbox.h"
-#include "../equipment.h"
-#include "../inventory.h"
-#include "../localplayer.h"
#include "../graphics.h"
#include "../inventory.h"
#include "../item.h"
#include "../localplayer.h"
-#include "../log.h"
#include "../resources/iteminfo.h"
#include "../resources/resourcemanager.h"
@@ -36,19 +39,57 @@
#include "../utils/gettext.h"
#include "../utils/tostring.h"
+// 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
+};
+
EquipmentWindow::EquipmentWindow(Equipment *equipment):
Window(_("Equipment")),
- mEquipment(equipment)
+ mEquipment(equipment),
+ mSelected(-1)
+
{
+ // Control that shows the Player
+ mPlayerBox = new PlayerBox;
+ mPlayerBox->setDimension(gcn::Rectangle(50, 80, 74, 123));
+ mPlayerBox->setPlayer(player_node);
+
setWindowName("Equipment");
setCloseButton(true);
- setDefaultSize(5, 230, 200, 140);
+ setDefaultSize(5, 195, 180, 300);
loadWindowState();
+
+ mUnequip = new Button(_("Unequip"), "unequip", this);
+ gcn::Rectangle const &area = getChildrenArea();
+ mUnequip->setPosition(area.width - mUnequip->getWidth() - 5,
+ area.height - mUnequip->getHeight() - 5);
+
+ add(mPlayerBox);
+ add(mUnequip);
+
+ for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
+ {
+ mEquipBox[i].posX = boxPosition[i][0] + getPadding();
+ mEquipBox[i].posY = boxPosition[i][1] + getTitleBarHeight();
+ }
+
mInventory = player_node->getInventory();
}
EquipmentWindow::~EquipmentWindow()
{
+ delete mUnequip;
}
void EquipmentWindow::draw(gcn::Graphics *graphics)
@@ -56,38 +97,84 @@ void EquipmentWindow::draw(gcn::Graphics *graphics)
// Draw window graphics
Window::draw(graphics);
- Item *item;
- Image *image;
+ Item* item;
- // Rectangles around items are black
- graphics->setColor(gcn::Color(0, 0, 0));
+ Graphics *g = static_cast<Graphics*>(graphics);
- for (int i = 0; i < EQUIPMENT_SIZE; i++) {
- graphics->drawRectangle(gcn::Rectangle(10 + 36 * (i % 4),
- 36 * (i / 4) + 25, 32, 32));
+ Window::drawChildren(graphics);
- if (!(item = mInventory->getItem(mEquipment->getEquipment(i))))
- continue;
+ for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
+ {
+ item = (i != EQUIP_AMMO_SLOT) ?
+ mInventory->getItem(mEquipment->getEquipment(i)) :
+ mInventory->getItem(mEquipment->getArrows());
+ if (item)
+ {
+ // Draw Item.
+ Image* image = item->getImage();
+ g->drawImage(image, mEquipBox[i].posX, mEquipBox[i].posY);
+ if (i == EQUIP_AMMO_SLOT)
+ {
+ graphics->drawText(toString(item->getQuantity()),
+ mEquipBox[i].posX + (BOX_WIDTH / 2),
+ mEquipBox[i].posY - getFont()->getHeight(),
+ gcn::Graphics::CENTER);
+ }
+ }
- image = item->getImage();
- if (image)
+ if (i == mSelected)
+ {
+ // Set color red.
+ g->setColor(gcn::Color(255, 0, 0));
+ }
+ else
{
- static_cast<Graphics*>(graphics)->drawImage(
- image, 36 * (i % 4) + 10, 36 * (i / 4) + 25);
+ // 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));
+ }
+}
+
+void EquipmentWindow::action(const gcn::ActionEvent &event)
+{
+ if (event.getId() == "unequip" && mSelected > -1)
+ {
+ Item* item = (mSelected != EQUIP_AMMO_SLOT) ?
+ mInventory->getItem(mEquipment->getEquipment(mSelected)) :
+ mInventory->getItem(mEquipment->getArrows());
+ player_node->unequipItem(item);
+ mSelected = -1;
}
+}
- graphics->drawRectangle(gcn::Rectangle(160, 25, 32, 32));
+void EquipmentWindow::mousePressed(gcn::MouseEvent& mouseEvent)
+{
+ Window::mousePressed(mouseEvent);
- if (!(item = mInventory->getItem(mEquipment->getArrows())))
- return;
+ const int x = mouseEvent.getX();
+ const int y = mouseEvent.getY();
- image = item->getImage();
+ Item* item;
- if (image)
+ // Checks if any of the presses were in the equip boxes.
+ for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
{
- static_cast<Graphics*>(graphics)->drawImage(image, 160, 25);
+ item = (i != EQUIP_AMMO_SLOT) ?
+ mInventory->getItem(mEquipment->getEquipment(i)) :
+ mInventory->getItem(mEquipment->getArrows());
+ gcn::Rectangle tRect(mEquipBox[i].posX, mEquipBox[i].posY,
+ BOX_WIDTH, BOX_HEIGHT);
+ if (tRect.isPointInRect(x, y))
+ {
+ if (item)
+ {
+ mSelected = i;
+ }
+ }
}
- graphics->drawText(toString(item->getQuantity()), 170, 62,
- gcn::Graphics::CENTER);
}
+