summaryrefslogblamecommitdiff
path: root/src/gui/windows/npcdialog.cpp
blob: c99a4898da190798067dd127f0409877c2736586 (plain) (tree)
1
2
3
4
5
6
7
  
                       

                                                            
                                                    
  
                                             














                                                                         
                                  
 
                         
                          

                      
                     
                        
                         
 

                        
                    
                         
 

                           

                                 

                                        
                                   
                               
                                     
                                      
                                        
                               
                                   
                                        
                                  
                                   
 

                                      


                                  
                           
                              
 
                             
                          
                          
 

                  
                                 
                                         
                                 
                              
                                 
                                
                                 


                                           
                                  
 

                                                       
                                       
                                   
                                                
                     
                  
                   
                     

                                                              
                                              
                                                                        

               
                                                                      
                                                   
                                                                        

              
                                          

                                        
                                     
                                                       
                                     
                                                        
                                     

                                                              
                                     
                                                          
                                     

                                                      
                                                              

                                                        
                                                        
                                                                         

                                  

                                       


                     
                

                                                       
 
                          


                             
                       
                              
 

                      
 
                                                    
 


                               
                            
                               
                                                             
                                               
                                   
                                         
                                  
                                  
 

                                                                   

                    
                                        

                                       
                                                
                                          



                                                                
 
                             

                                                                       
                                
                                 

                                
                                               



                                                           

                                 






                              



                          

                     
                             
                                                 
 
                     
     
                                                                   
                  
         
                                                                 

                                         

     




                                            
                                 
                  

                  





                                      
















                              
 
                                           






                            
                           

 
                                                                 



                                
                          
 
                              
                               

















                                                                              
                                                
 

                                               


                                            
                                                              


                         
                                          
         

                                                    




                                                  

                                                                 
                                
             







                                                                        
                                                                          






                                                                      
                                                          



                                      
                                                                       

                                                      
                                                               
                          

                                       
                 
                                                                       

                                                                       
                                             
                                                       
                          


                                    
                                                                       

                               
                                    

                                                                      
                     
                                    


                        























                                                                            


                                              
                                                         

                                        
                 
 
                                    

                          
             




                                                                         



                             
                                  
     
                                
     










                                                    

                                


                      
     
                              


                                                       
                              


                                                       
                                
     






                                    

                                



                            
     
                                


                                             


                                    
                                                           


                                       

                                    
                        
                                                       

                          


                          





                                                                        
             

                                                                   


                                                              
             

         



                            
                                   



                             
                    
                                    











                                           




                                         


                               
                                           




                            







                                                    
                               




                                                             
                                                                   

                    
                                                              
                                  
     

                        








                                                  

                                                                 


                                   

                        
     
                                  

                                  
        
     
                                   





                         
                             







                                                           
 









                                          

                                                            



                                   
                                                        
     
                                             





                        

                                                                     








                                      
                                           


                                    
                             


                  
                                      













                                                                      
                            




                  


















                                                             
                                                        
     
                                        


                         
                   



                          
                                                        



                           

 























                                           
                                 






                                           
                                 


















































                                        




















                                           











                                                  
                              


                                           
                                            
                            
         
















                                           
                                

                      



                                 
                                            
             
                                                                              






                                      
                                                        








                                              
                                                             

                                     
     




                                               
 
                                                   
 
                                          


                            
                                                                          
                                            
                                   

                                  








                                                                  
                                                                    
                                 
             

                                                                  




             
                             












                                       
                                                           
 
                                                



                                       
                                                   
 
                                                
              
                                                                        



                       
                                   



                                    
                                                                           
         
                                                                    







                                                                              
                                 
 




                           











                                                          
 
                                               

                                
                                               

                                         
                        


                                                 

                                   
         















                                                                          
/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2014  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus 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 <http://www.gnu.org/licenses/>.
 */

#include "gui/windows/npcdialog.h"

#include "actormanager.h"
#include "configuration.h"
#include "inventory.h"
#include "item.h"
#include "settings.h"
#include "soundconsts.h"
#include "soundmanager.h"

#include "being/being.h"

#include "gui/gui.h"
#include "gui/viewport.h"

#include "gui/fonts/font.h"

#include "gui/popups/popupmenu.h"

#include "gui/windows/inventorywindow.h"

#include "gui/widgets/browserbox.h"
#include "gui/widgets/button.h"
#include "gui/widgets/inttextfield.h"
#include "gui/widgets/itemcontainer.h"
#include "gui/widgets/itemlinkhandler.h"
#include "gui/widgets/layout.h"
#include "gui/widgets/layouttype.h"
#include "gui/widgets/extendedlistbox.h"
#include "gui/widgets/playerbox.h"
#include "gui/widgets/scrollarea.h"

#include "resources/resourcemanager.h"

#include "resources/db/avatardb.h"
#include "resources/db/npcdb.h"

#include "net/npchandler.h"
#include "net/packetlimiter.h"

#include "utils/copynpaste.h"
#include "utils/delete2.h"
#include "utils/gettext.h"

#include "debug.h"

// TRANSLATORS: npc dialog button
#define CAPTION_WAITING _("Stop waiting")
// TRANSLATORS: npc dialog button
#define CAPTION_NEXT _("Next")
// TRANSLATORS: npc dialog button
#define CAPTION_CLOSE _("Close")
// TRANSLATORS: npc dialog button
#define CAPTION_SUBMIT _("Submit")

NpcDialog::DialogList NpcDialog::instances;
NpcDialogs NpcDialog::mNpcDialogs;

typedef std::vector<Image *>::iterator ImageVectorIter;

NpcDialog::NpcDialog(const int npcId) :
    // TRANSLATORS: npc dialog name
    Window(_("NPC"), false, nullptr, "npc.xml"),
    ActionListener(),
    mNpcId(npcId),
    mDefaultInt(0),
    mDefaultString(),
    mTextBox(new BrowserBox(this, BrowserBox::AUTO_WRAP, true,
        "browserbox.xml")),
    mScrollArea(new ScrollArea(this, mTextBox,
        getOptionBool("showtextbackground"), "npc_textbackground.xml")),
    mText(),
    mNewText(),
    mItemList(new ExtendedListBox(this, this, "extendedlistbox.xml")),
    mListScrollArea(new ScrollArea(this, mItemList,
        getOptionBool("showlistbackground"), "npc_listbackground.xml")),
    mItems(),
    mImages(),
    mItemLinkHandler(new ItemLinkHandler),
    mTextField(new TextField(this, "")),
    mIntField(new IntTextField(this)),
    // TRANSLATORS: npc dialog button
    mPlusButton(new Button(this, _("+"), "inc", this)),
    // TRANSLATORS: npc dialog button
    mMinusButton(new Button(this, _("-"), "dec", this)),
    // TRANSLATORS: npc dialog button
    mClearButton(new Button(this, _("Clear"), "clear", this)),
    mButton(new Button(this, "", "ok", this)),
    // TRANSLATORS: npc dialog button
    mButton2(new Button(this, _("Close"), "close", this)),
    // TRANSLATORS: npc dialog button
    mButton3(new Button(this, _("Add"), "add", this)),
    // TRANSLATORS: npc dialog button
    mResetButton(new Button(this, _("Reset"), "reset", this)),
    mInventory(new Inventory(Inventory::NPC, 1)),
    mItemContainer(new ItemContainer(this, mInventory)),
    mItemScrollArea(new ScrollArea(this, mItemContainer,
        getOptionBool("showitemsbackground"), "npc_listbackground.xml")),
    mInputState(NPC_INPUT_NONE),
    mActionState(NPC_ACTION_WAIT),
    mPlayerBox(new PlayerBox(nullptr)),
    mAvatarBeing(nullptr),
    mLastNextTime(0),
    mCameraMode(-1),
    mCameraX(0),
    mCameraY(0),
    mShowAvatar(false),
    mLogInteraction(config.getBoolValue("logNpcInGui"))
{
    mItemList->postInit();
    // Basic Window Setup
    setWindowName("NpcText");
    setResizable(true);
    setFocusable(true);
    setStickyButtonLock(true);

    setMinWidth(200);
    setMinHeight(150);

    setDefaultSize(300, 578, ImageRect::LOWER_LEFT);

    mPlayerBox->setWidth(70);
    mPlayerBox->setHeight(100);

    // Setup output text box
    mTextBox->setOpaque(false);
    mTextBox->setMaxRow(config.getIntValue("ChatLogLength"));
    mTextBox->setLinkHandler(mItemLinkHandler);
    mTextBox->setProcessVars(true);
    mTextBox->setFont(gui->getNpcFont());
    mTextBox->setEnableKeys(true);
    mTextBox->setEnableTabs(true);

    mScrollArea->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
    mScrollArea->setVerticalScrollPolicy(ScrollArea::SHOW_ALWAYS);

    // Setup listbox
    mItemList->setWrappingEnabled(true);
    mItemList->setActionEventId("ok");
    mItemList->addActionListener(this);
    mItemList->setDistributeMousePressed(false);
    mItemList->setFont(gui->getNpcFont());
    if (gui->getNpcFont()->getHeight() < 20)
        mItemList->setRowHeight(20);
    else
        mItemList->setRowHeight(gui->getNpcFont()->getHeight());

    setContentSize(260, 175);
    mListScrollArea->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
    mItemScrollArea->setHorizontalScrollPolicy(ScrollArea::SHOW_NEVER);
    mItemList->setVisible(true);
    mTextField->setVisible(true);
    mIntField->setVisible(true);

    const Font *const fnt = mButton->getFont();
    int width = std::max(fnt->getWidth(CAPTION_WAITING),
        fnt->getWidth(CAPTION_NEXT));
    width = std::max(width, fnt->getWidth(CAPTION_CLOSE));
    width = std::max(width, fnt->getWidth(CAPTION_SUBMIT));
    mButton->setWidth(8 + width);

    // Place widgets
    buildLayout();

    center();
    loadWindowState();

    instances.push_back(this);
}

void NpcDialog::postInit()
{
    setVisible(true);
    requestFocus();
    enableVisibleSound(true);
    soundManager.playGuiSound(SOUND_SHOW_WINDOW);

    if (actorManager)
    {
        const Being *const being = actorManager->findBeing(mNpcId);
        if (being)
        {
            showAvatar(NPCDB::getAvatarFor(being->getSubType()));
            setCaption(being->getName());
        }
    }

    config.addListener("logNpcInGui", this);
}

NpcDialog::~NpcDialog()
{
    config.removeListeners(this);
    CHECKLISTENERS
    clearLayout();

    if (mPlayerBox)
    {
        delete mPlayerBox->getBeing();
        delete mPlayerBox;
    }

    delete2(mTextBox);
    delete2(mClearButton);
    delete2(mButton);
    delete2(mButton2);
    delete2(mButton3);
    delete2(mScrollArea);
    delete2(mItemList);
    delete2(mTextField);
    delete2(mIntField);
    delete2(mResetButton);
    delete2(mPlusButton);
    delete2(mMinusButton);
    delete2(mItemLinkHandler);
    delete2(mItemContainer);
    delete2(mInventory);
    delete2(mItemScrollArea);
    delete2(mListScrollArea);

    FOR_EACH (ImageVectorIter, it, mImages)
    {
        if (*it)
            (*it)->decRef();
    }

    mImages.clear();

    instances.remove(this);
}

void NpcDialog::addText(const std::string &text, const bool save)
{
    if (save || mLogInteraction)
    {
        if (mText.size() > 5000)
            mText.clear();

        mNewText.append(text);
        mTextBox->addRow(text);
    }
    mScrollArea->setVerticalScrollAmount(mScrollArea->getVerticalMaxScroll());
    mActionState = NPC_ACTION_WAIT;
    buildLayout();
}

void NpcDialog::showNextButton()
{
    mActionState = NPC_ACTION_NEXT;
    buildLayout();
}

void NpcDialog::showCloseButton()
{
    mActionState = NPC_ACTION_CLOSE;
    buildLayout();
}

void NpcDialog::action(const ActionEvent &event)
{
    const std::string &eventId = event.getId();
    if (eventId == "ok")
    {
        if (mActionState == NPC_ACTION_NEXT)
        {
            if (!PacketLimiter::limitPackets(PACKET_NPC_NEXT))
                return;

            nextDialog();
            addText(std::string(), false);
        }
        else if (mActionState == NPC_ACTION_CLOSE
                 || mActionState == NPC_ACTION_WAIT)
        {
            closeDialog();
        }
        else if (mActionState == NPC_ACTION_INPUT)
        {
            std::string printText;  // Text that will get printed
                                    // in the textbox
            switch (mInputState)
            {
                case NPC_INPUT_LIST:
                {
                    if (gui)
                        gui->resetClickCount();
                    const int selectedIndex = mItemList->getSelected();

                    if (selectedIndex >= static_cast<int>(mItems.size())
                        || selectedIndex < 0
                        || !PacketLimiter::limitPackets(PACKET_NPC_INPUT))
                    {
                        return;
                    }
                    unsigned char choice = static_cast<unsigned char>(
                        selectedIndex + 1);
                    printText = mItems[selectedIndex];

                    npcHandler->listInput(mNpcId, choice);
                    break;
                }
                case NPC_INPUT_STRING:
                {
                    if (!PacketLimiter::limitPackets(PACKET_NPC_INPUT))
                        return;
                    printText = mTextField->getText();
                    npcHandler->stringInput(mNpcId, printText);
                    break;
                }
                case NPC_INPUT_INTEGER:
                {
                    if (!PacketLimiter::limitPackets(PACKET_NPC_INPUT))
                        return;
                    printText = strprintf("%d", mIntField->getValue());
                    npcHandler->integerInput(
                        mNpcId, mIntField->getValue());
                    break;
                }
                case NPC_INPUT_ITEM:
                {
                    if (!PacketLimiter::limitPackets(PACKET_NPC_INPUT))
                        return;

                    std::string str;
                    const int sz = mInventory->getNumberOfSlotsUsed();
                    if (sz == 0)
                    {
                        str = "0,0";
                    }
                    else
                    {
                        const Item *item = mInventory->getItem(0);
                        if (item)
                        {
                            str = strprintf("%d,%d", item->getId(),
                                item->getColor());
                        }
                        else
                        {
                            str = "0,0";
                        }
                        for (int f = 1; f < sz; f ++)
                        {
                            str.append(";");
                            item = mInventory->getItem(f);
                            if (item)
                            {
                                str.append(strprintf("%d,%d", item->getId(),
                                    item->getColor()));
                            }
                            else
                            {
                                str.append("0,0");
                            }
                        }
                    }

                    // need send selected item
                    npcHandler->stringInput(mNpcId, str);
                    mInventory->clear();
                    break;
                }

                case NPC_INPUT_NONE:
                default:
                    break;
            }
            if (mInputState != NPC_INPUT_ITEM)
            {
                // addText will auto remove the input layout
                addText(strprintf("> \"%s\"", printText.c_str()), false);
            }
            mNewText.clear();
        }

        if (!mLogInteraction)
            mTextBox->clearRows();
    }
    else if (eventId == "reset")
    {
        switch (mInputState)
        {
            case NPC_INPUT_STRING:
                mTextField->setText(mDefaultString);
                break;
            case NPC_INPUT_INTEGER:
                mIntField->setValue(mDefaultInt);
                break;
            case NPC_INPUT_ITEM:
                mInventory->clear();
                break;
            case NPC_INPUT_NONE:
            case NPC_INPUT_LIST:
            default:
                break;
        }
    }
    else if (eventId == "inc")
    {
        mIntField->setValue(mIntField->getValue() + 1);
    }
    else if (eventId == "dec")
    {
        mIntField->setValue(mIntField->getValue() - 1);
    }
    else if (eventId == "clear")
    {
        switch (mInputState)
        {
            case NPC_INPUT_ITEM:
                mInventory->clear();
                break;
            case NPC_INPUT_STRING:
            case NPC_INPUT_INTEGER:
            case NPC_INPUT_LIST:
            case NPC_INPUT_NONE:
            default:
                clearRows();
                break;
        }
    }
    else if (eventId == "close")
    {
        if (mActionState == NPC_ACTION_INPUT)
        {
            switch (mInputState)
            {
                case NPC_INPUT_ITEM:
                    npcHandler->stringInput(mNpcId, "0,0");
                    break;
                case NPC_INPUT_STRING:
                case NPC_INPUT_INTEGER:
                case NPC_INPUT_NONE:
                case NPC_INPUT_LIST:
                default:
                    npcHandler->listInput(mNpcId, 255);
                    break;
            }
            closeDialog();
        }
    }
    else if (eventId == "add")
    {
        if (inventoryWindow)
        {
            const Item *const item = inventoryWindow->getSelectedItem();
            if (item)
            {
                mInventory->addItem(item->getId(), item->getType(),
                    1, 1, item->getColor(),
                    item->getIdentified(), item->getDamaged(),
                    item->getFavorite(),
                    false, false);
            }
        }
    }
}

void NpcDialog::nextDialog()
{
    npcHandler->nextDialog(mNpcId);
}

void NpcDialog::closeDialog()
{
    restoreCamera();
    npcHandler->closeDialog(mNpcId);
}

int NpcDialog::getNumberOfElements()
{
    return static_cast<int>(mItems.size());
}

std::string NpcDialog::getElementAt(int i)
{
    return mItems[i];
}

const Image *NpcDialog::getImageAt(int i)
{
    return mImages[i];
}

void NpcDialog::choiceRequest()
{
    mItems.clear();
    FOR_EACH (ImageVectorIter, it, mImages)
    {
        if (*it)
            (*it)->decRef();
    }
    mImages.clear();
    mActionState = NPC_ACTION_INPUT;
    mInputState = NPC_INPUT_LIST;
    buildLayout();
}

void NpcDialog::addChoice(const std::string &choice)
{
    mItems.push_back(choice);
    mImages.push_back(nullptr);
}

void NpcDialog::parseListItems(const std::string &itemString)
{
    std::istringstream iss(itemString);
    ResourceManager *const resman = ResourceManager::getInstance();

    std::string tmp;
    const std::string path = paths.getStringValue("guiIcons");
    while (getline(iss, tmp, ':'))
    {
        if (tmp.empty())
            continue;
        const size_t pos = tmp.find("|");
        if (pos == std::string::npos)
        {
            mItems.push_back(tmp);
            mImages.push_back(nullptr);
        }
        else
        {
            mItems.push_back(tmp.substr(pos + 1));
            Image *const img = resman->getImage(std::string(
                path).append(tmp.substr(0, pos)).append(".png"));
            mImages.push_back(img);
        }
    }

    if (!mItems.empty())
    {
        mItemList->setSelected(0);
        mItemList->requestFocus();
    }
    else
    {
        mItemList->setSelected(-1);
    }
}

void NpcDialog::refocus()
{
    if (!mItems.empty())
        mItemList->refocus();
}

void NpcDialog::textRequest(const std::string &defaultText)
{
    mActionState = NPC_ACTION_INPUT;
    mInputState = NPC_INPUT_STRING;
    mDefaultString = defaultText;
    mTextField->setText(defaultText);

    buildLayout();
}

bool NpcDialog::isTextInputFocused() const
{
    return mTextField->isFocused();
}

bool NpcDialog::isInputFocused() const
{
    return mTextField->isFocused() || mIntField->isFocused()
        || mItemList->isFocused();
}

bool NpcDialog::isAnyInputFocused()
{
    FOR_EACH (DialogList::const_iterator, it, instances)
    {
        if ((*it) && (*it)->isInputFocused())
            return true;
    }

    return false;
}

void NpcDialog::integerRequest(const int defaultValue, const int min,
                               const int max)
{
    mActionState = NPC_ACTION_INPUT;
    mInputState = NPC_INPUT_INTEGER;
    mDefaultInt = defaultValue;
    mIntField->setRange(min, max);
    mIntField->setValue(defaultValue);
    buildLayout();
}

void NpcDialog::itemRequest(const int size)
{
    mActionState = NPC_ACTION_INPUT;
    mInputState = NPC_INPUT_ITEM;
    mInventory->resize(size);
    buildLayout();
}

void NpcDialog::move(const int amount)
{
    if (mActionState != NPC_ACTION_INPUT)
        return;

    switch (mInputState)
    {
        case NPC_INPUT_INTEGER:
            mIntField->setValue(mIntField->getValue() + amount);
            break;
        case NPC_INPUT_LIST:
            mItemList->setSelected(mItemList->getSelected() - amount);
            break;
        case NPC_INPUT_NONE:
        case NPC_INPUT_STRING:
        case NPC_INPUT_ITEM:
        default:
            break;
    }
}

void NpcDialog::setVisible(bool visible)
{
    Window::setVisible(visible);

    if (!visible)
        scheduleDelete();
}

void NpcDialog::optionChanged(const std::string &name)
{
    if (name == "logNpcInGui")
        mLogInteraction = config.getBoolValue("logNpcInGui");
}

NpcDialog *NpcDialog::getActive()
{
    if (instances.size() == 1)
        return instances.front();

    FOR_EACH (DialogList::const_iterator, it, instances)
    {
        if ((*it) && (*it)->isFocused())
            return (*it);
    }

    return nullptr;
}

void NpcDialog::closeAll()
{
    FOR_EACH (DialogList::const_iterator, it, instances)
    {
        if (*it)
            (*it)->close();
    }
}

void NpcDialog::placeNormalControls()
{
    if (mShowAvatar)
    {
        place(0, 0, mPlayerBox);
        place(1, 0, mScrollArea, 5, 3);
        place(4, 3, mClearButton);
        place(5, 3, mButton);
    }
    else
    {
        place(0, 0, mScrollArea, 5, 3);
        place(3, 3, mClearButton);
        place(4, 3, mButton);
    }
}

void NpcDialog::placeMenuControls()
{
    if (mShowAvatar)
    {
        place(0, 0, mPlayerBox);
        place(1, 0, mScrollArea, 6, 3);
        place(0, 3, mListScrollArea, 7, 3);
        place(1, 6, mButton2, 2);
        place(3, 6, mClearButton, 2);
        place(5, 6, mButton, 2);
    }
    else
    {
        place(0, 0, mScrollArea, 6, 3);
        place(0, 3, mListScrollArea, 6, 3);
        place(0, 6, mButton2, 2);
        place(2, 6, mClearButton, 2);
        place(4, 6, mButton, 2);
    }
}

void NpcDialog::placeTextInputControls()
{
    if (mShowAvatar)
    {
        place(0, 0, mPlayerBox);
        place(1, 0, mScrollArea, 6, 3);
        place(0, 3, mTextField, 6);
        place(0, 4, mResetButton, 2);
        place(4, 4, mClearButton, 2);
        place(5, 4, mButton, 2);
    }
    else
    {
        place(0, 0, mScrollArea, 6, 3);
        place(0, 3, mTextField, 6);
        place(0, 4, mResetButton, 2);
        place(2, 4, mClearButton, 2);
        place(4, 4, mButton, 2);
    }
}

void NpcDialog::placeIntInputControls()
{
    if (mShowAvatar)
    {
        place(0, 0, mPlayerBox);
        place(1, 0, mScrollArea, 6, 3);
        place(1, 3, mMinusButton, 1);
        place(2, 3, mIntField, 4);
        place(6, 3, mPlusButton, 1);
        place(0, 4, mResetButton, 2);
        place(3, 4, mClearButton, 2);
        place(5, 4, mButton, 2);
    }
    else
    {
        place(0, 0, mScrollArea, 6, 3);
        place(0, 3, mMinusButton, 1);
        place(1, 3, mIntField, 4);
        place(5, 3, mPlusButton, 1);
        place(0, 4, mResetButton, 2);
        place(2, 4, mClearButton, 2);
        place(4, 4, mButton, 2);
    }
}

void NpcDialog::placeItemInputControls()
{
    if (mShowAvatar)
    {
        place(0, 0, mPlayerBox);
        place(1, 0, mScrollArea, 6, 3);
        place(0, 3, mItemScrollArea, 7, 3);
        place(1, 6, mButton3, 2);
        place(3, 6, mClearButton, 2);
        place(5, 6, mButton, 2);
    }
    else
    {
        place(0, 0, mScrollArea, 6, 3);
        place(0, 3, mItemScrollArea, 6, 3);
        place(0, 6, mButton3, 2);
        place(2, 6, mClearButton, 2);
        place(4, 6, mButton, 2);
    }
}

void NpcDialog::buildLayout()
{
    clearLayout();

    if (mActionState != NPC_ACTION_INPUT)
    {
        if (mActionState == NPC_ACTION_WAIT)
            mButton->setCaption(CAPTION_WAITING);
        else if (mActionState == NPC_ACTION_NEXT)
            mButton->setCaption(CAPTION_NEXT);
        else if (mActionState == NPC_ACTION_CLOSE)
            mButton->setCaption(CAPTION_CLOSE);
        placeNormalControls();
    }
    else if (mInputState != NPC_INPUT_NONE)
    {
        mButton->setCaption(CAPTION_SUBMIT);
        switch (mInputState)
        {
            case NPC_INPUT_LIST:
                placeMenuControls();
                mItemList->setSelected(-1);
                break;

            case NPC_INPUT_STRING:
                placeTextInputControls();
                break;

            case NPC_INPUT_INTEGER:
                placeIntInputControls();
                break;

            case NPC_INPUT_ITEM:
                placeItemInputControls();
                break;

            case NPC_INPUT_NONE:
            default:
                break;
        }
    }

    Layout &layout = getLayout();
    layout.setRowHeight(1, LayoutType::SET);
    redraw();
    mScrollArea->setVerticalScrollAmount(mScrollArea->getVerticalMaxScroll());
}

void NpcDialog::saveCamera()
{
    if (!viewport || mCameraMode >= 0)
        return;

    mCameraMode = static_cast<int>(settings.cameraMode);
    mCameraX = viewport->getCameraRelativeX();
    mCameraY = viewport->getCameraRelativeY();
}

void NpcDialog::restoreCamera()
{
    if (!viewport || mCameraMode == -1)
        return;

    if (static_cast<int>(settings.cameraMode) != mCameraMode)
        viewport->toggleCameraMode();
    if (mCameraMode)
    {
        viewport->setCameraRelativeX(mCameraX);
        viewport->setCameraRelativeY(mCameraY);
    }
    mCameraMode = -1;
}

void NpcDialog::showAvatar(const uint16_t avatarId)
{
    const bool needShow = (avatarId != 0);
    if (needShow)
    {
        delete mAvatarBeing;
        mAvatarBeing = new Being(0, ActorType::Avatar, avatarId, nullptr);
        mPlayerBox->setPlayer(mAvatarBeing);
        if (!mAvatarBeing->empty())
        {
            mAvatarBeing->logic();
            const BeingInfo *const info = AvatarDB::get(avatarId);
            const int pad2 = 2 * mPadding;
            int width = 0;
            if (info)
            {
                width = info->getWidth();
                mPlayerBox->setWidth(width + pad2);
                mPlayerBox->setHeight(info->getHeight() + pad2);
            }
            const Sprite *const sprite = mAvatarBeing->getSprite(0);
            if (sprite && !width)
            {
                mPlayerBox->setWidth(sprite->getWidth() + pad2);
                mPlayerBox->setHeight(sprite->getHeight() + pad2);
            }
        }
    }
    else
    {
        delete2(mAvatarBeing)
        mPlayerBox->setPlayer(nullptr);
    }
    if (needShow != mShowAvatar)
    {
        mShowAvatar = needShow;
        buildLayout();
    }
    else
    {
        mShowAvatar = needShow;
    }
}

void NpcDialog::setAvatarDirection(const uint8_t direction)
{
    Being *const being = mPlayerBox->getBeing();
    if (being)
        being->setDirection(direction);
}

void NpcDialog::setAvatarAction(const int actionId)
{
    Being *const being = mPlayerBox->getBeing();
    if (being)
        being->setAction(static_cast<BeingAction::Action>(actionId), 0);
}

void NpcDialog::logic()
{
    BLOCK_START("NpcDialog::logic")
    Window::logic();
    if (mShowAvatar && mAvatarBeing)
    {
        mAvatarBeing->logic();
        if (mPlayerBox->getWidth() < static_cast<signed>(3 * getPadding()))
        {
            const Sprite *const sprite = mAvatarBeing->getSprite(0);
            if (sprite)
            {
                mPlayerBox->setWidth(sprite->getWidth() + 2 * getPadding());
                mPlayerBox->setHeight(sprite->getHeight() + 2 * getPadding());
                buildLayout();
            }
        }
    }
    BLOCK_END("NpcDialog::logic")
}

void NpcDialog::clearRows()
{
    mTextBox->clearRows();
}

void NpcDialog::clearDialogs()
{
    NpcDialogs::iterator it = mNpcDialogs.begin();
    const NpcDialogs::iterator it_end = mNpcDialogs.end();
    while (it != it_end)
    {
        delete (*it).second;
        ++ it;
    }
    mNpcDialogs.clear();
}

void NpcDialog::mousePressed(MouseEvent &event)
{
    Window::mousePressed(event);
    if (event.getButton() == MouseButton::RIGHT
        && event.getSource() == mTextBox)
    {
        event.consume();
        if (popupMenu)
        {
            popupMenu->showNpcDialogPopup(mNpcId,
                viewport->mMouseX,
                viewport->mMouseY);
        }
    }
}

void NpcDialog::copyToClipboard(const int npcId, const int x, const int y)
{
    NpcDialogs::iterator it = mNpcDialogs.find(npcId);
    if (it != mNpcDialogs.end())
    {
        const BrowserBox *const text = (*it).second->mTextBox;
        if (!text)
            return;

        std::string str = text->getTextAtPos(x, y);
        sendBuffer(str);
    }
}