/*
* 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 <string>
#include <guichan/font.hpp>
#include <guichan/mouseinput.hpp>
#include <guichan/widgets/label.hpp>
#include "button.h"
#include "gui.h"
#include "inventorywindow.h"
#include "item_amount.h"
#include "itemcontainer.h"
#include "scrollarea.h"
#include "viewport.h"
#include "widgets/layout.h"
#include "../inventory.h"
#include "../item.h"
#include "../resources/iteminfo.h"
#include "../utils/gettext.h"
#include "../utils/strprintf.h"
#include "../utils/tostring.h"
InventoryWindow::InventoryWindow(int invSize):
Window(_("Inventory")),
mSize(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, 322, 200);
mUseButton = new Button(_("Use"), "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 = toString(player_node->mTotalWeight);
mMaxWeight = toString(player_node->mMaxWeight);
mWeight = strprintf(_("Weight: %d g / %d g"),
player_node->mTotalWeight,
player_node->mMaxWeight) + " " +
strprintf(_("Slots used: %d / %d"),
player_node->getInventory()->getNumberOfSlotsUsed(),
mSize);
mWeightLabel = new gcn::Label(mWeight);
setMinHeight(130);
setMinWidth(getFont()->getWidth(mWeight));
ContainerPlacer place;
place = getPlacer(0, 0);
place(0, 0, mInvenScroll, 5, 4);
place(0, 4, mWeightLabel, 5);
place(3, 5, mDropButton);
place(4, 5, mUseButton);
Layout &layout = getLayout();
layout.setRowHeight(0, Layout::AUTO_SET);
loadWindowState();
setLocationRelativeTo(getParent());
}
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 != toString(player_node->mMaxWeight)) ||
mTotalWeight != toString(player_node->mTotalWeight))
{
mTotalWeight = toString(player_node->mTotalWeight);
mMaxWeight = toString(player_node->mMaxWeight);
// Adjust widgets
mWeight = strprintf(_("Weight: %d g / %d g"),
player_node->mTotalWeight,
player_node->mMaxWeight) + " " +
strprintf(_("Slots used: %d / %d"),
player_node->getInventory()->getNumberOfSlotsUsed(),
mSize);
setMinWidth(getFont()->getWidth(mWeight));
}
}
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();
}