/*
* 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 .
*/
#include "gui/widgets/skillinfo.h"
#include "being/playerinfo.h"
#include "gui/theme.h"
#include "gui/widgets/skilldata.h"
#include "gui/models/skillmodel.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "debug.h"
SkillInfo::SkillInfo() :
skillLevel(),
skillExp(),
useButton(),
progress(0.0F),
color(),
dataMap(),
model(nullptr),
data(nullptr),
level(0),
skillLevelWidth(0),
id(0),
range(0),
type(0),
modifiable(false),
visible(false)
{
dataMap[0] = new SkillData();
data = dataMap[0];
}
SkillInfo::~SkillInfo()
{
FOR_EACH (SkillDataMapIter, it, dataMap)
delete (*it).second;
dataMap.clear();
}
void SkillInfo::update()
{
const int baseLevel = PlayerInfo::getSkillLevel(id);
const std::pair exp = PlayerInfo::getStatExperience(id);
if (!modifiable && baseLevel == 0 && exp.second == 0)
{
if (visible)
{
visible = false;
if (model)
model->updateVisibilities();
}
return;
}
const bool updateVisibility = !visible;
visible = true;
if (baseLevel == 0)
{
skillLevel.clear();
}
else
{
// TRANSLATORS: skills dialog. skill level
skillLevel = strprintf(_("Lvl: %d"), baseLevel);
}
level = baseLevel;
skillLevelWidth = -1;
if (exp.second)
{
skillExp = strprintf("%d / %d", exp.first, exp.second);
progress = static_cast(exp.first)
/ static_cast(exp.second);
}
else
{
skillExp.clear();
progress = 0.0F;
}
color = Theme::getProgressColor(Theme::PROG_EXP, progress);
if (updateVisibility && model)
model->updateVisibilities();
data = getData(level);
if (!data)
data = dataMap[0];
}
void SkillInfo::addData(const int level1, SkillData *const data1)
{
dataMap[level1] = data1;
}
SkillData *SkillInfo::getData(const int level1) const
{
const SkillDataMapCIter it = dataMap.find(level1);
if (it == dataMap.end())
return nullptr;
return (*it).second;
}
SkillData *SkillInfo::getData1(const int lev) const
{
const SkillDataMapCIter it = dataMap.find(lev);
if (it == dataMap.end())
return (*dataMap.begin()).second;
return (*it).second;
}