/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana 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/inventorywindow.h"
#include "client.h"
#include "inventory.h"
#include "item.h"
#include "units.h"
#include "keyboardconfig.h"
#include "playerinfo.h"
#include "gui/itemamountwindow.h"
#include "gui/setup.h"
#include "gui/sdlinput.h"
#include "gui/viewport.h"
#include "gui/widgets/button.h"
#include "gui/widgets/itemcontainer.h"
#include "gui/widgets/label.h"
#include "gui/widgets/layout.h"
#include "gui/widgets/progressbar.h"
#include "gui/widgets/scrollarea.h"
#include "net/inventoryhandler.h"
#include "net/net.h"
#include "resources/iteminfo.h"
#include "resources/theme.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include
#include
#include
InventoryWindow::WindowList InventoryWindow::instances;
InventoryWindow::InventoryWindow(Inventory *inventory):
Window(inventory->isMainInventory() ? _("Inventory") : _("Storage")),
mInventory(inventory),
mFilterText(new TextField),
mSplit(false)
{
listen(Event::AttributesChannel);
setWindowName(isMainInventory() ? "Inventory" : "Storage");
setupWindow->registerWindowForReset(this);
setResizable(true);
setCloseButton(true);
setSaveVisible(true);
setDefaultSize(387, 307, ImageRect::CENTER);
setMinWidth(316);
setMinHeight(179);
addKeyListener(this);
mFilterText->setWidth(150);
mFilterText->addKeyListener(this);
mItems = new ItemContainer(mInventory);
mItems->addSelectionListener(this);
gcn::ScrollArea *invenScroll = new ScrollArea(mItems);
invenScroll->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER);
mSlotsLabel = new Label(_("Slots:"));
mFilterLabel = new Label(_("Search:"));
mSlotsBar = new ProgressBar(0.0f, 100, 20, Theme::PROG_INVY_SLOTS);
if (isMainInventory())
{
std::string equip = _("Equip");
std::string use = _("Use");
std::string unequip = _("Unequip");
std::string longestUseString = getFont()->getWidth(equip) >
getFont()->getWidth(use) ? equip : use;
if (getFont()->getWidth(longestUseString) <
getFont()->getWidth(unequip))
{
longestUseString = unequip;
}
mEquipButton = new Button(_("Equip"), "equip", this);
mUseButton = new Button(_("Activate"), "activate", this);
mDropButton = new Button(_("Drop..."), "drop", this);
mSplitButton = new Button(_("Split"), "split", this);
mOutfitButton = new Button(_("Outfits"), "outfit", this);
mWeightLabel = new Label(_("Weight:"));
mWeightBar = new ProgressBar(0.0f, 100, 20, Theme::PROG_WEIGHT);
place(0, 0, mWeightLabel).setPadding(3);
place(1, 0, mWeightBar, 3);
place(4, 0, mSlotsLabel).setPadding(3);
place(5, 0, mSlotsBar, 3);
place(0, 1, mFilterLabel, 4);
place(1, 1, mFilterText, 4);
place(0, 2, invenScroll, 8).setPadding(3);
place(0, 3, mUseButton);
place(1, 3, mEquipButton);
place(3, 3, mDropButton);
place(4, 3, mSplitButton);
place(7, 3, mOutfitButton);
updateWeight();
}
else
{
mStoreButton = new Button(_("Store"), "store", this);
mRetrieveButton = new Button(_("Retrieve"), "retrieve", this);
place(0, 0, mSlotsLabel).setPadding(3);
place(1, 0, mSlotsBar, 3);
place(0, 1, mFilterLabel).setPadding(3);
place(1, 1, mFilterText, 3);
place(0, 2, invenScroll, 4, 4);
place(0, 6, mStoreButton);
place(1, 6, mRetrieveButton);
}
Layout &layout = getLayout();
layout.setRowHeight(2, Layout::AUTO_SET);
mInventory->addInventoryListener(this);
instances.push_back(this);
loadWindowState();
slotsChanged(mInventory);
if (!isMainInventory())
{
setVisible(true);
PlayerInfo::setStorageCount(PlayerInfo::getStorageCount() + 1);
}
}
InventoryWindow::~InventoryWindow()
{
instances.remove(this);
mInventory->removeInventoryListener(this);
if (!isMainInventory())
PlayerInfo::setStorageCount(PlayerInfo::getStorageCount() - 1);
}
void InventoryWindow::action(const gcn::ActionEvent &event)
{
if (event.getId() == "outfit")
{
extern Window *outfitWindow;
outfitWindow->setVisible(!outfitWindow->isVisible());
if (outfitWindow->isVisible())
{
outfitWindow->requestMoveToTop();
}
}
else if (event.getId() == "store")
{
if (!inventoryWindow->isVisible()) return;
Item *item = inventoryWindow->getSelectedItem();
if (!item)
return;
ItemAmountWindow::showWindow(ItemAmountWindow::StoreAdd, this, item);
}
Item *item = mItems->getSelectedItem();
if (!item)
return;
if (event.getId() == "activate")
item->doEvent(Event::DoUse);
else if (event.getId() == "equip")
{
if (item->isEquippable())
{
if (item->isEquipped())
item->doEvent(Event::DoUnequip);
else
item->doEvent(Event::DoEquip);
}
else
{
item->doEvent(Event::DoUse);
}
}
else if (event.getId() == "drop")
{
ItemAmountWindow::showWindow(ItemAmountWindow::ItemDrop, this, item);
}
else if (event.getId() == "split")
{
ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit, this, item,
(item->getQuantity() - 1));
}
else if (event.getId() == "retrieve")
{
Item *item = mItems->getSelectedItem();
if (!item)
return;
ItemAmountWindow::showWindow(ItemAmountWindow::StoreRemove, this,
item);
}
}
Item *InventoryWindow::getSelectedItem() const
{
return mItems->getSelectedItem();
}
void InventoryWindow::widgetHidden(const gcn::Event &event)
{
Window::widgetHidden(event);
mItems->hidePopup();
}
void InventoryWindow::mouseClicked(gcn::MouseEvent &event)
{
Window::mouseClicked(event);
Item *item = mItems->getSelectedItem();
if (event.getSource() == mItems && item && isDoubleClick(item->getInvIndex()))
{
if (isMainInventory() && item->getInfo().getActivatable())
{
action(gcn::ActionEvent(mUseButton,
mUseButton->getActionEventId()));
}
else if (isMainInventory() && item->getInfo().getEquippable())
{
action(gcn::ActionEvent(mEquipButton,
mEquipButton->getActionEventId()));
}
}
if (event.getButton() == gcn::MouseEvent::RIGHT)
{
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(this, mx, my, item, isMainInventory());
}
if (event.getButton() == gcn::MouseEvent::LEFT)
{
if (instances.size() > 1 && keyboard.isKeyActive(keyboard.KEY_EMOTE))
{
Item *item = mItems->getSelectedItem();
if(!item)
return;
if (mInventory->isMainInventory())
{
Event event(Event::DoMove);
event.setItem("item", item);
event.setInt("amount", item->getQuantity());
event.setInt("source", Inventory::INVENTORY);
event.setInt("destination", Inventory::STORAGE);
event.trigger(Event::ItemChannel);
}
else
{
Event event(Event::DoMove);
event.setItem("item", item);
event.setInt("amount", item->getQuantity());
event.setInt("source", Inventory::STORAGE);
event.setInt("destination", Inventory::INVENTORY);
event.trigger(Event::ItemChannel);
}
}
}
}
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)
{
if (isInputFocused())
{
mItems->setFilter(mFilterText->getText());
return;
}
switch (event.getKey().getValue())
{
case Key::LEFT_SHIFT:
case Key::RIGHT_SHIFT:
mSplit = false;
break;
}
}
void InventoryWindow::valueChanged(const gcn::SelectionEvent &event)
{
if (!mInventory->isMainInventory())
return;
Item *item = mItems->getSelectedItem();
if (mSplit && Net::getInventoryHandler()->
canSplit(mItems->getSelectedItem()) && item)
{
ItemAmountWindow::showWindow(ItemAmountWindow::ItemSplit, this, item,
(item->getQuantity() - 1));
}
updateButtons();
}
void InventoryWindow::updateButtons()
{
Item *item = mItems->getSelectedItem();
if (!item || item->getQuantity() == 0)
{
mUseButton->setEnabled(false);
mEquipButton->setEnabled(false);
mDropButton->setEnabled(false);
mSplitButton->setEnabled(false);
return;
}
mDropButton->setEnabled(true);
if (item->getInfo().getEquippable())
{
if (item->isEquipped())
mEquipButton->setCaption(_("Unequip"));
else
mEquipButton->setCaption(_("Equip"));
mEquipButton->setEnabled(true);
}
else
mEquipButton->setEnabled(false);
mEquipButton->adjustSize();
mUseButton->setEnabled(item->getInfo().getActivatable());
if (item->getQuantity() > 1)
mDropButton->setCaption(_("Drop..."));
else
mDropButton->setCaption(_("Drop"));
if (Net::getInventoryHandler()->canSplit(item))
mSplitButton->setEnabled(true);
else
mSplitButton->setEnabled(false);
mSplitButton->adjustSize();
}
void InventoryWindow::setSplitAllowed(bool allowed)
{
mSplitButton->setVisible(allowed);
}
void InventoryWindow::close()
{
if (this == inventoryWindow)
{
setVisible(false);
}
else
{
Event event(Event::DoCloseInventory);
event.setInt("type", mInventory->getType());
event.trigger(Event::ItemChannel);
scheduleDelete();
}
}
void InventoryWindow::event(Event::Channel channel, const Event &event)
{
if (event.getType() == Event::UpdateAttribute)
{
int id = event.getInt("id");
if (id == TOTAL_WEIGHT ||
id == MAX_WEIGHT)
{
updateWeight();
}
}
}
void InventoryWindow::updateWeight()
{
if (!isMainInventory())
return;
int total = PlayerInfo::getAttribute(TOTAL_WEIGHT);
int max = PlayerInfo::getAttribute(MAX_WEIGHT);
if (max <= 0)
return;
// Adjust progress bar
mWeightBar->setProgress((float) total / max);
mWeightBar->setText(strprintf("%s/%s", Units::formatWeight(total).c_str(),
Units::formatWeight(max).c_str()));
}
bool InventoryWindow::isInputFocused() const
{
return mFilterText->isFocused();
}
bool InventoryWindow::isAnyInputFocused()
{
auto it = instances.begin();
auto it_end = instances.end();
for (; it != it_end; it++)
{
if ((*it)->isInputFocused())
{
return true;
}
}
return false;
}
void InventoryWindow::slotsChanged(Inventory* inventory)
{
if (inventory == mInventory)
{
const int usedSlots = mInventory->getNumberOfSlotsUsed();
const int maxSlots = mInventory->getSize();
mSlotsBar->setProgress((float) usedSlots / maxSlots);
mSlotsBar->setText(strprintf("%d/%d", usedSlots, maxSlots));
}
}