/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * * This file is part of The Mana Client. * * 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, see . */ #include "gui/inventorywindow.h" #include "inventory.h" #include "item.h" #include "localplayer.h" #include "units.h" #include "keyboardconfig.h" #include "gui/itemamount.h" #include "gui/setup.h" #include "gui/sdlinput.h" #include "gui/theme.h" #include "gui/viewport.h" #include "gui/widgets/button.h" #include "gui/widgets/itemcontainer.h" #include "gui/widgets/label.h" #include "gui/widgets/layout.h" #include "gui/widgets/progressbar.h" #include "gui/widgets/scrollarea.h" #include "net/inventoryhandler.h" #include "net/net.h" #include "resources/iteminfo.h" #include "utils/gettext.h" #include "utils/stringutils.h" #include #include #include InventoryWindow::InventoryWindow(int invSize): Window(_("Inventory")), mMaxSlots(invSize), mSplit(false), mItemDesc(false) { setWindowName("Inventory"); setupWindow->registerWindowForReset(this); setResizable(true); setCloseButton(true); setSaveVisible(true); setDefaultSize(387, 307, ImageRect::CENTER); setMinWidth(316); setMinHeight(179); addKeyListener(this); std::string longestUseString = getFont()->getWidth(_("Equip")) > getFont()->getWidth(_("Use")) ? _("Equip") : _("Use"); if (getFont()->getWidth(longestUseString) < getFont()->getWidth(_("Unequip"))) { longestUseString = _("Unequip"); } mUseButton = new Button(longestUseString, "use", this); mDropButton = new Button(_("Drop..."), "drop", this); mSplitButton = new Button(_("Split"), "split", this); mOutfitButton = new Button(_("Outfits"), "outfit", this); mItems = new ItemContainer(player_node->getInventory()); mItems->addSelectionListener(this); gcn::ScrollArea *invenScroll = new ScrollArea(mItems); invenScroll->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER); mTotalWeight = -1; mMaxWeight = -1; mUsedSlots = -1; mSlotsLabel = new Label(_("Slots:")); mWeightLabel = new Label(_("Weight:")); mSlotsBar = new ProgressBar(0.0f, 100, 20, Theme::PROG_INVY_SLOTS); mWeightBar = new ProgressBar(0.0f, 100, 20, Theme::PROG_WEIGHT); place(0, 0, mWeightLabel).setPadding(3); place(1, 0, mWeightBar, 3); place(4, 0, mSlotsLabel).setPadding(3); place(5, 0, mSlotsBar, 2); place(0, 1, invenScroll, 7).setPadding(3); place(0, 2, mUseButton); place(1, 2, mDropButton); place(2, 2, mSplitButton); place(6, 2, mOutfitButton); Layout &layout = getLayout(); layout.setRowHeight(1, Layout::AUTO_SET); loadWindowState(); } InventoryWindow::~InventoryWindow() { } void InventoryWindow::logic() { if (!isVisible()) return; Window::logic(); // It would be nicer if this update could be event based, needs some // redesign of InventoryWindow and ItemContainer probably. updateButtons(); const int usedSlots = player_node->getInventory()->getNumberOfSlotsUsed(); if (mMaxWeight != player_node->getMaxWeight() || mTotalWeight != player_node->getTotalWeight() || mUsedSlots != usedSlots) { mTotalWeight = player_node->getTotalWeight(); mMaxWeight = player_node->getMaxWeight(); mUsedSlots = usedSlots; // Adjust progress bars mSlotsBar->setProgress((float) mUsedSlots / mMaxSlots); mWeightBar->setProgress((float) mTotalWeight / mMaxWeight); mSlotsBar->setText(strprintf("%d/%d", mUsedSlots, mMaxSlots)); mWeightBar->setText(strprintf("%s/%s", Units::formatWeight(mTotalWeight).c_str(), Units::formatWeight(mMaxWeight).c_str())); } } void InventoryWindow::action(const gcn::ActionEvent &event) { if (event.getId() == "outfit") { extern Window *outfitWindow; outfitWindow->setVisible(!outfitWindow->isVisible()); if (outfitWindow->isVisible()) { outfitWindow->requestMoveToTop(); } } Item *item = mItems->getSelectedItem(); if (!item) return; if (event.getId() == "use") { if (item->isEquipment()) { if (item->isEquipped()) Net::getInventoryHandler()->unequipItem(item); else Net::getInventoryHandler()->equipItem(item); } else Net::getInventoryHandler()->useItem(item); } else if (event.getId() == "drop") { ItemAmountWindow::showWindow(ItemAmountWindow::ItemDrop, this, item); } else if (event.getId() == "split") { ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit, this, item, (item->getQuantity() - 1)); } } Item *InventoryWindow::getSelectedItem() const { return mItems->getSelectedItem(); } void InventoryWindow::mouseClicked(gcn::MouseEvent &event) { Window::mouseClicked(event); if (event.getButton() == gcn::MouseEvent::RIGHT) { Item *item = mItems->getSelectedItem(); if (!item) return; /* Convert relative to the window coordinates to absolute screen * coordinates. */ const int mx = event.getX() + getX(); const int my = event.getY() + getY(); viewport->showPopup(this, mx, my, item); } if (event.getButton() == gcn::MouseEvent::LEFT) { if (StorageWindow::isActive() && keyboard.isKeyActive(keyboard.KEY_EMOTE)) { Item *item = mItems->getSelectedItem(); if(!item) return; StorageWindow::addStore(item, item->getQuantity()); } } } void InventoryWindow::keyPressed(gcn::KeyEvent &event) { switch (event.getKey().getValue()) { case Key::LEFT_SHIFT: case Key::RIGHT_SHIFT: mSplit = true; break; } } void InventoryWindow::keyReleased(gcn::KeyEvent &event) { switch (event.getKey().getValue()) { case Key::LEFT_SHIFT: case Key::RIGHT_SHIFT: mSplit = false; break; } } void InventoryWindow::valueChanged(const gcn::SelectionEvent &event) { if (mSplit && Net::getInventoryHandler()->canSplit(mItems->getSelectedItem())) { Item *item = mItems->getSelectedItem(); if (item) ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit, this, item, (item->getQuantity() - 1)); } } void InventoryWindow::setSplitAllowed(bool allowed) { mSplitButton->setVisible(allowed); } void InventoryWindow::updateButtons() { const Item *selectedItem = mItems->getSelectedItem(); if (!selectedItem || selectedItem->getQuantity() == 0) { mUseButton->setEnabled(false); mDropButton->setEnabled(false); return; } mUseButton->setEnabled(true); mDropButton->setEnabled(true); if (selectedItem->isEquipment()) { if (selectedItem->isEquipped()) mUseButton->setCaption(_("Unequip")); else mUseButton->setCaption(_("Equip")); } else { mUseButton->setCaption(_("Use")); } if (selectedItem->getQuantity() > 1) mDropButton->setCaption(_("Drop...")); else mDropButton->setCaption(_("Drop")); if (Net::getInventoryHandler()->canSplit(selectedItem)) mSplitButton->setEnabled(true); else mSplitButton->setEnabled(false); }