/* * 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 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); 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 highlight 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); }