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authorJared Adams <jaxad0127@gmail.com>2010-02-13 15:04:58 -0700
committerJared Adams <jaxad0127@gmail.com>2010-02-13 15:08:54 -0700
commit8bc425ff48b7a874ca0fb9d2285044c75f3010ab (patch)
tree5904c7f53cde9ffbe7df2a63f088561141e06b66 /src/gui/npcdialog.cpp
parent28c9cec5d39c9a1b98694eba9a28281cf111e34a (diff)
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Make NPC dialogs instance instead of global
This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
Diffstat (limited to 'src/gui/npcdialog.cpp')
-rw-r--r--src/gui/npcdialog.cpp74
1 files changed, 67 insertions, 7 deletions
diff --git a/src/gui/npcdialog.cpp b/src/gui/npcdialog.cpp
index ae96c352..f1b671b1 100644
--- a/src/gui/npcdialog.cpp
+++ b/src/gui/npcdialog.cpp
@@ -46,9 +46,11 @@
#define CAPTION_CLOSE _("Close")
#define CAPTION_SUBMIT _("Submit")
-NpcDialog::NpcDialog()
+NpcDialog::DialogList NpcDialog::instances;
+
+NpcDialog::NpcDialog(int npcId)
: Window(_("NPC")),
- mNpcId(0),
+ mNpcId(npcId),
mDefaultInt(0),
mInputState(NPC_INPUT_NONE),
mActionState(NPC_ACTION_WAIT)
@@ -56,7 +58,8 @@ NpcDialog::NpcDialog()
// Basic Window Setup
setWindowName("NpcText");
setResizable(true);
- setupWindow->registerWindowForReset(this);
+ //setupWindow->registerWindowForReset(this);
+ setFocusable(true);
setMinWidth(200);
setMinHeight(150);
@@ -111,17 +114,24 @@ NpcDialog::NpcDialog()
center();
loadWindowState();
+
+ instances.push_back(this);
+ setVisible(true);
+ requestFocus();
}
NpcDialog::~NpcDialog()
{
// These might not actually be in the layout, so lets be safe
+ delete mScrollArea;
delete mItemList;
delete mTextField;
delete mIntField;
delete mResetButton;
delete mPlusButton;
delete mMinusButton;
+
+ instances.remove(this);
}
void NpcDialog::setText(const std::string &text)
@@ -162,10 +172,7 @@ void NpcDialog::action(const gcn::ActionEvent &event)
}
else if (mActionState == NPC_ACTION_CLOSE)
{
- if (current_npc)
- closeDialog();
- setVisible(false);
- current_npc = 0;
+ closeDialog();
}
else if (mActionState == NPC_ACTION_INPUT)
{
@@ -276,6 +283,22 @@ bool NpcDialog::isInputFocused() const
return mTextField->isFocused() || mIntField->isFocused();
}
+bool NpcDialog::isAnyInputFocused()
+{
+ DialogList::iterator it = instances.begin();
+ DialogList::iterator it_end = instances.end();
+
+ for (; it != it_end; it++)
+ {
+ if ((*it)->isInputFocused())
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
void NpcDialog::integerRequest(int defaultValue, int min, int max)
{
mActionState = NPC_ACTION_INPUT;
@@ -312,6 +335,43 @@ void NpcDialog::widgetResized(const gcn::Event &event)
setText(mText);
}
+void NpcDialog::setVisible(bool visible)
+{
+ Window::setVisible(visible);
+
+ if (!visible)
+ {
+ scheduleDelete();
+ }
+}
+
+NpcDialog *NpcDialog::getActive()
+{
+ DialogList::iterator it = instances.begin();
+ DialogList::iterator it_end = instances.end();
+
+ for (; it != it_end; it++)
+ {
+ if ((*it)->isFocused())
+ {
+ return (*it);
+ }
+ }
+
+ return NULL;
+}
+
+void NpcDialog::closeAll()
+{
+ DialogList::iterator it = instances.begin();
+ DialogList::iterator it_end = instances.end();
+
+ for (; it != it_end; it++)
+ {
+ (*it)->close();
+ }
+}
+
void NpcDialog::buildLayout()
{
clearLayout();