/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "inventorywindow.h"
#include <string>
#include <guichan/mouseinput.hpp>
#include <guichan/widgets/label.hpp>
#include <guichan/widgets/checkbox.hpp>
#include <guichan/widgets/textbox.hpp>
#include "button.h"
#include "gui.h"
#include "item_amount.h"
#include "itemcontainer.h"
#include "itempopup.h"
#include "scrollarea.h"
#include "sdlinput.h"
#include "viewport.h"
#include "widgets/layout.h"
#include "../item.h"
#include "../localplayer.h"
#include "../log.h"
#include "../resources/iteminfo.h"
#include "../utils/gettext.h"
#include "../utils/strprintf.h"
InventoryWindow::InventoryWindow():
Window(_("Inventory")),
mSplit(false)
{
setWindowName("Inventory");
setResizable(false);
setCloseButton(true);
// LEEOR/TODO: Since this window is not resizable, do we really need to set these
// values or can we drop them?
setMinWidth(375);
setMinHeight(283);
// If you adjust these defaults, don't forget to adjust the trade window's.
setDefaultSize(115, 30, 375, 283);
addKeyListener(this);
mUseButton = new Button(_("Use"), "use", this);
mDropButton = new Button(_("Drop"), "drop", this);
mSplitButton = new Button(_("Split"), "split", this);
mItems = new ItemContainer(player_node->mInventory, 10, 5);
mItems->addSelectionListener(this);
mInvenScroll = new ScrollArea(mItems);
place(0, 0, mInvenScroll, 100).setPadding(3);
place(0, 1, mUseButton);
place(1, 1, mDropButton);
place(2, 1, mSplitButton);
Layout &layout = getLayout();
layout.setColWidth(0, 48);
layout.setColWidth(1, 48);
layout.setColWidth(2, 48);
layout.setRowHeight(0, Layout::AUTO_SET);
loadWindowState();
}
void InventoryWindow::logic()
{
Window::logic();
// It would be nicer if this update could be event based, needs some
// redesign of InventoryWindow and ItemContainer probably.
updateButtons();
// Update weight information
// mWeightLabel->setCaption(strprintf(_("Total Weight: %d - Maximum Weight: %d"), player_node->getTotalWeight(), player_node->getMaxWeight()));
}
void InventoryWindow::action(const gcn::ActionEvent &event)
{
Item *item = mItems->getItem();
if (!item) {
return;
}
if (event.getId() == "use")
{
if (item->isEquipment()) {
player_node->equipItem(item);
}
else {
player_node->useItem(item->getInvIndex());
}
}
else if (event.getId() == "drop")
{
if (item->getQuantity() > 1) {
// Choose amount of items to drop
new ItemAmountWindow(AMOUNT_ITEM_DROP, this, item);
}
else {
player_node->dropItem(item, 1);
}
mItems->selectNone();
}
else if (event.getId() == "split")
{
if (item && !item->isEquipment() && item->getQuantity() > 1) {
new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item,
(item->getQuantity() - 1));
}
}
}
void InventoryWindow::valueChanged(const gcn::SelectionEvent &event)
{
Item *item = mItems->getItem();
if (mSplit)
{
if (item && !item->isEquipment() && item->getQuantity() > 1)
{
mSplit = false;
new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item, (item->getQuantity() - 1));
}
}
}
void InventoryWindow::mouseClicked(gcn::MouseEvent &event)
{
Window::mouseClicked(event);
if (event.getButton() == gcn::MouseEvent::RIGHT)
{
Item *item = mItems->getItem();
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::updateButtons()
{
Item *item = mItems->getItem();
if (item && item->isEquipment()) {
mUseButton->setCaption(_("Equip"));
}
else {
mUseButton->setCaption(_("Use"));
}
mUseButton->setEnabled(!!item);
mDropButton->setEnabled(!!item);
if (item && !item->isEquipment() && item->getQuantity() > 1) {
mSplitButton->setEnabled(true);
}
else {
mSplitButton->setEnabled(false);
}
}
Item* InventoryWindow::getItem()
{
return mItems->getItem();
}
void InventoryWindow::keyPressed(gcn::KeyEvent &event)
{
switch (event.getKey().getValue())
{
case Key::LEFT_SHIFT:
case Key::RIGHT_SHIFT:
mSplit = true;
}
}
void InventoryWindow::keyReleased(gcn::KeyEvent &event)
{
switch (event.getKey().getValue())
{
case Key::LEFT_SHIFT:
case Key::RIGHT_SHIFT:
mSplit = false;
}
}