1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2017 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/>.
*/
#ifndef GUI_WINDOWS_EQUIPMENTWINDOW_H
#define GUI_WINDOWS_EQUIPMENTWINDOW_H
#include "equipment.h"
#include "localconsts.h"
#include "gui/widgets/window.h"
#include "utils/stringmap.h"
#include "utils/xml.h"
#include "listeners/actionlistener.h"
class Being;
class Button;
class Image;
class ImageSet;
class Item;
class PlayerBox;
class TabStrip;
struct EquipmentPage;
/**
* Equipment dialog.
*
* \ingroup Interface
*/
class EquipmentWindow final : public Window,
public ActionListener
{
public:
/**
* Constructor.
*/
EquipmentWindow(Equipment *const equipment, Being *const being,
const bool foring = false);
A_DELETE_COPY(EquipmentWindow)
/**
* Destructor.
*/
~EquipmentWindow();
void postInit() override final;
/**
* Draws the equipment window.
*/
void draw(Graphics *const graphics) override final A_NONNULL(2);
void safeDraw(Graphics *const graphics) override final A_NONNULL(2);
void action(const ActionEvent &event) override final;
void mousePressed(MouseEvent& event) override final;
const Item* getEquipment(const int i) const A_WARN_UNUSED
{
return mEquipment != nullptr ?
mEquipment->getEquipment(i) : nullptr;
}
void setBeing(Being *const being);
void updateBeing(Being *const being);
void resetBeing(const Being *const being);
void mouseExited(MouseEvent &event) override final;
void mouseMoved(MouseEvent &event) override final;
void mouseReleased(MouseEvent &event) override final;
void recalcSize();
static void prepareSlotNames();
private:
const Item *getItem(const int x, const int y) const A_WARN_UNUSED;
void setSelected(const int index);
void fillBoxes();
void fillDefault();
void updatePage();
int addPage(const std::string &name);
void addDefaultPage();
void addBox(const int idx, int x, int y, const int imageIndex);
void loadWindow(XmlNodeConstPtrConst windowNode);
void loadPage(XmlNodeConstPtr node);
void loadPlayerBox(XmlNodeConstPtr playerBoxNode, const int page);
void loadSlot(XmlNodeConstPtr slotNode,
const ImageSet *const imageset,
const int page);
static int parseSlotName(const std::string &name) A_WARN_UNUSED;
static StringIntMap mSlotNames;
Equipment *mEquipment;
PlayerBox *mPlayerBox A_NONNULLPOINTER;
Button *mUnequip A_NONNULLPOINTER;
ImageSet *mImageSet;
Being *mBeing;
Image *mSlotBackground;
Image *mSlotHighlightedBackground;
ImageCollection *mVertexes A_NONNULLPOINTER;
std::vector<EquipmentPage*> mPages;
TabStrip *mTabs;
Color mHighlightColor;
Color mBorderColor;
Color mLabelsColor;
Color mLabelsColor2;
int mSelected; /**< Index of selected item. */
int mItemPadding;
int mBoxSize;
int mButtonPadding;
int mMinX;
int mMinY;
int mMaxX;
int mMaxY;
int mYPadding;
int mSelectedTab;
bool mForing;
bool mHaveDefaultPage;
};
extern EquipmentWindow *equipmentWindow;
extern EquipmentWindow *beingEquipmentWindow;
#endif // GUI_WINDOWS_EQUIPMENTWINDOW_H
|