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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-03-27 18:54:04 +0100
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-03-27 18:57:04 +0100
commit4b70908a529317ce4e57448fe4f4a59e75416537 (patch)
treea041eeed198708bf5f558f595f716c7814961daf /src/gui/inventorywindow.cpp
parent372f6493d07cbffb601ecb775ebecd51267725cf (diff)
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Fixed inventory window. Not resizable though.
Resizing of the inventory window may come back later. Also did some more code cleanups, moving defines to enums, getting rid of eAthena-specific offset handling (to be done in the network layer), etc. Mantis-issue: 666
Diffstat (limited to 'src/gui/inventorywindow.cpp')
-rw-r--r--src/gui/inventorywindow.cpp75
1 files changed, 34 insertions, 41 deletions
diff --git a/src/gui/inventorywindow.cpp b/src/gui/inventorywindow.cpp
index 21d2df3f..612c978a 100644
--- a/src/gui/inventorywindow.cpp
+++ b/src/gui/inventorywindow.cpp
@@ -19,32 +19,33 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include <string>
+#include "gui/inventorywindow.h"
-#include <guichan/font.hpp>
-#include <guichan/mouseinput.hpp>
+#include "gui/button.h"
+#include "gui/item_amount.h"
+#include "gui/itemcontainer.h"
+#include "gui/label.h"
+#include "gui/progressbar.h"
+#include "gui/scrollarea.h"
+#include "gui/sdlinput.h"
+#include "gui/viewport.h"
-#include "button.h"
-#include "inventorywindow.h"
-#include "item_amount.h"
-#include "itemcontainer.h"
-#include "label.h"
-#include "progressbar.h"
-#include "scrollarea.h"
-#include "sdlinput.h"
-#include "viewport.h"
+#include "gui/widgets/layout.h"
-#include "widgets/layout.h"
+#include "inventory.h"
+#include "item.h"
+#include "localplayer.h"
+#include "units.h"
-#include "../inventory.h"
-#include "../item.h"
-#include "../localplayer.h"
-#include "../units.h"
+#include "resources/iteminfo.h"
-#include "../resources/iteminfo.h"
+#include "utils/gettext.h"
+#include "utils/strprintf.h"
+
+#include <guichan/font.hpp>
+#include <guichan/mouseinput.hpp>
-#include "../utils/gettext.h"
-#include "../utils/strprintf.h"
+#include <string>
InventoryWindow::InventoryWindow(int invSize):
Window(_("Inventory")),
@@ -55,12 +56,8 @@ InventoryWindow::InventoryWindow(int invSize):
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(375, 300, ImageRect::CENTER);
+
+ setDefaultSize(375, 307, ImageRect::CENTER);
addKeyListener(this);
std::string longestUseString = getFont()->getWidth(_("Equip")) >
@@ -79,34 +76,29 @@ InventoryWindow::InventoryWindow(int invSize):
mSplitButton = new Button(_("Split"), "split", this);
#endif
-#ifdef TMWSERV_SUPPORT
mItems = new ItemContainer(player_node->getInventory(), 10, 5);
-#else
- mItems = new ItemContainer(player_node->getInventory(), 10, 5, 2);
-#endif
mItems->addSelectionListener(this);
+ // The window is supposed to be exactly large enough for now
mInvenScroll = new ScrollArea(mItems);
+ mInvenScroll->setVerticalScrollPolicy(gcn::ScrollArea::SHOW_NEVER);
mInvenScroll->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER);
mTotalWeight = -1;
mMaxWeight = -1;
mUsedSlots = -1;
- mSlotsLabel = new Label(_("Slots: "));
- mWeightLabel = new Label(_("Weight: "));
+ 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);
- setMinHeight(130);
- setMinWidth(mWeightLabel->getWidth() + mSlotsLabel->getWidth() + 280);
-
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, mInvenScroll, 100).setPadding(3);
+ place(0, 1, mInvenScroll, 7).setPadding(3);
place(0, 2, mUseButton);
place(1, 2, mDropButton);
#ifdef TMWSERV_SUPPORT
@@ -114,7 +106,7 @@ InventoryWindow::InventoryWindow(int invSize):
#endif
Layout &layout = getLayout();
- layout.setRowHeight(0, Layout::AUTO_SET);
+ layout.setRowHeight(1, Layout::AUTO_SET);
loadWindowState();
}
@@ -196,7 +188,7 @@ void InventoryWindow::action(const gcn::ActionEvent &event)
{
if (item->getQuantity() > 1) {
// Choose amount of items to drop
- new ItemAmountWindow(AMOUNT_ITEM_DROP, this, item);
+ new ItemAmountWindow(ItemAmountWindow::ItemDrop, this, item);
}
else {
player_node->dropItem(item, 1);
@@ -206,8 +198,8 @@ void InventoryWindow::action(const gcn::ActionEvent &event)
else if (event.getId() == "split")
{
if (item && !item->isEquipment() && item->getQuantity() > 1) {
- new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item,
- (item->getQuantity() - 1));
+ new ItemAmountWindow(ItemAmountWindow::ItemSplit, this, item,
+ (item->getQuantity() - 1));
}
}
}
@@ -270,7 +262,8 @@ void InventoryWindow::valueChanged(const gcn::SelectionEvent &event)
if (item && !item->isEquipment() && item->getQuantity() > 1)
{
mSplit = false;
- new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item, (item->getQuantity() - 1));
+ new ItemAmountWindow(ItemAmountWindow::ItemSplit, this, item,
+ (item->getQuantity() - 1));
}
}
}