/* * 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 #include #include #include #include "button.h" #include "inventorywindow.h" #include "item_amount.h" #include "itemcontainer.h" #include "progressbar.h" #include "scrollarea.h" #include "viewport.h" #include "widgets/layout.h" #include "../inventory.h" #include "../item.h" #include "../units.h" #include "../resources/iteminfo.h" #include "../utils/gettext.h" #include "../utils/strprintf.h" #include "../utils/stringutils.h" InventoryWindow::InventoryWindow(int invSize): Window(_("Inventory")), mMaxSlots(invSize), mItemDesc(false) { setWindowName("Inventory"); setResizable(true); setCloseButton(true); // If you adjust these defaults, don't forget to adjust the trade window's. setDefaultSize(115, 25, 375, 300); 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); mItems = new ItemContainer(player_node->getInventory(), 2); mItems->addSelectionListener(this); mInvenScroll = new ScrollArea(mItems); mInvenScroll->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER); mTotalWeight = -1; mMaxWeight = -1; mUsedSlots = toString(player_node->getInventory()->getNumberOfSlotsUsed()); mSlotsLabel = new gcn::Label(_("Slots: ")); mWeightLabel = new gcn::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, 7, 4); place(5, 5, mDropButton); place(6, 5, mUseButton); Layout &layout = getLayout(); layout.setRowHeight(0, mDropButton->getHeight()); loadWindowState(); setLocationRelativeTo(getParent()); } InventoryWindow::~InventoryWindow() { delete mItems; } 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(); if (mMaxWeight != player_node->mMaxWeight || mTotalWeight != player_node->mTotalWeight || mUsedSlots != toString(player_node->getInventory()->getNumberOfSlotsUsed())) { mTotalWeight = player_node->mTotalWeight; mMaxWeight = player_node->mMaxWeight; mUsedSlots = toString(player_node->getInventory()->getNumberOfSlotsUsed()); // Weight Bar coloration if (int(player_node->mTotalWeight) < int(player_node->mMaxWeight / 3)) { mWeightBar->setColor(0, 0, 255); // Blue } else if (int(player_node->mTotalWeight) < int((player_node->mMaxWeight / 3) * 2)) { mWeightBar->setColor(255, 255, 0); // Yellow } else { mWeightBar->setColor(255, 0, 0); // Red } // Adjust progress bars mSlotsBar->setProgress((float) player_node->getInventory()->getNumberOfSlotsUsed() / mMaxSlots); mWeightBar->setProgress((float) player_node->mTotalWeight / player_node->mMaxWeight); mSlotsBar->setText(strprintf("%s/%d", mUsedSlots.c_str(), 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) player_node->dropItem(item, 1); else { // Choose amount of items to drop new ItemAmountWindow(AMOUNT_ITEM_DROP, this, item); } } } 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::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); } Item* InventoryWindow::getSelectedItem() const { return mItems->getSelectedItem(); }