/*
* 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/inventorywindow.h"
#include "gui/itemamount.h"
#include "gui/itemcontainer.h"
#include "gui/sdlinput.h"
#include "gui/viewport.h"
#include "gui/widgets/button.h"
#include "gui/widgets/label.h"
#include "gui/widgets/layout.h"
#include "gui/widgets/progressbar.h"
#include "gui/widgets/scrollarea.h"
#include "inventory.h"
#include "item.h"
#include "localplayer.h"
#include "units.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "resources/iteminfo.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include <guichan/font.hpp>
#include <guichan/mouseinput.hpp>
#include <string>
InventoryWindow::InventoryWindow(int invSize):
Window(_("Inventory")),
mMaxSlots(invSize),
mSplit(false),
mItemDesc(false)
{
setWindowName("Inventory");
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);
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(1.0f, 100, 20, 225, 200, 25);
mWeightBar = new ProgressBar(1.0f, 100, 20, 0, 0, 255);
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);
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;
// Weight Bar coloration
if (mTotalWeight < (mMaxWeight / 3))
mWeightBar->setColor(0, 0, 255); // Blue
else if (mTotalWeight < ((mMaxWeight * 2) / 3))
mWeightBar->setColor(255, 255, 0); // Yellow
else
mWeightBar->setColor(255, 0, 0); // Red
// 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)
{
Item *item = mItems->getSelectedItem();
if (!item)
return;
if (event.getId() == "use")
{
if (item->isEquipment()) {
if (item->isEquipped())
player_node->unequipItem(item);
else
player_node->equipItem(item);
}
else
player_node->useItem(item);
}
else if (event.getId() == "drop")
{
if (item->getQuantity() > 1) {
// Choose amount of items to drop
new ItemAmountWindow(ItemAmountWindow::ItemDrop, this, item);
}
else {
player_node->dropItem(item, 1);
}
}
else if (event.getId() == "split")
{
if (item && !item->isEquipment() && item->getQuantity() > 1) {
new ItemAmountWindow(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(mx, my, item);
}
}
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)
{
Item *item = mItems->getSelectedItem();
if (item && !item->isEquipment() && item->getQuantity() > 1)
{
mSplit = false;
new ItemAmountWindow(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->isEquipment())
{
if (selectedItem->isEquipped())
mUseButton->setCaption(_("Unequip"));
else
mUseButton->setCaption(_("Equip"));
}
else
mUseButton->setCaption(_("Use"));
mUseButton->setEnabled(selectedItem != 0);
mDropButton->setEnabled(selectedItem != 0);
if (Net::getInventoryHandler()->canSplit(selectedItem))
{
mSplitButton->setEnabled(true);
}
else {
mSplitButton->setEnabled(false);
}
}