/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "inventorywindow.h" #include #include #include #include "button.h" #include "gui.h" #include "item_amount.h" #include "itemcontainer.h" #include "scrollarea.h" #include "viewport.h" #include "../inventory.h" #include "../item.h" #include "../localplayer.h" #include "../resources/iteminfo.h" #include "../utils/tostring.h" InventoryWindow::InventoryWindow(): Window("Inventory") { setWindowName("Inventory"); setResizable(true); setCloseButton(true); setMinWidth(240); setMinHeight(172); // 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()); mItems->addSelectionListener(this); mInvenScroll = new ScrollArea(mItems); mInvenScroll->setHorizontalScrollPolicy(gcn::ScrollArea::SHOW_NEVER); mItemNameLabel = new gcn::Label("Name:"); mItemDescriptionLabel = new gcn::Label("Description:"); mItemEffectLabel = new gcn::Label("Effect:"); mWeightLabel = new gcn::Label("Weight:"); mWeightLabel->setPosition(8, 8); mInvenScroll->setPosition(8, mWeightLabel->getY() + mWeightLabel->getHeight() + 5); mInvenSlotLabel = new gcn::Label("Slots used:"); mInvenSlotLabel->setPosition(mWeightLabel->getX() + mWeightLabel->getWidth() + 100, 8); add(mUseButton); add(mDropButton); add(mInvenScroll); add(mItemNameLabel); add(mItemDescriptionLabel); add(mItemEffectLabel); add(mWeightLabel); add(mInvenSlotLabel); mUseButton->setSize(60, mUseButton->getHeight()); loadWindowState(); } 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(); // Update weight information mWeightLabel->setCaption( "Weight: " + toString(player_node->mTotalWeight) + "/" + toString(player_node->mMaxWeight)); // Update number of items in inventory mInvenSlotLabel->setCaption( "Slots used: " + toString(player_node->getInventory()->getNumberOfSlotsUsed()) + "/" + toString(player_node->getInventory()->getInventorySize())); } 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::valueChanged(const gcn::SelectionEvent &event) { const Item *item = mItems->getSelectedItem(); // Update name, effect and description if (!item) { mItemNameLabel->setCaption("Name:"); mItemEffectLabel->setCaption("Effect:"); mItemDescriptionLabel->setCaption("Description:"); } else { const ItemInfo& itemInfo = item->getInfo(); std::string SomeText; SomeText = "Name: " + itemInfo.getName(); mItemNameLabel->setCaption(SomeText); SomeText = "Effect: " + itemInfo.getEffect(); mItemEffectLabel->setCaption(SomeText); SomeText = "Description: " + itemInfo.getDescription(); mItemDescriptionLabel->setCaption(SomeText); } } 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::widgetResized(const gcn::Event &event) { Window::widgetResized(event); const gcn::Rectangle &area = getChildrenArea(); const int width = area.width; const int height = area.height; // Adjust widgets mUseButton->setPosition(8, height - 8 - mUseButton->getHeight()); mDropButton->setPosition(8 + mUseButton->getWidth() + 5, mUseButton->getY()); mItemNameLabel->setDimension(gcn::Rectangle(8, mUseButton->getY() - 5 - mItemNameLabel->getHeight(), width - 16, mItemNameLabel->getHeight())); mItemEffectLabel->setDimension(gcn::Rectangle(8, mItemNameLabel->getY() - 5 - mItemEffectLabel->getHeight(), width - 16, mItemEffectLabel->getHeight())); mItemDescriptionLabel->setDimension(gcn::Rectangle(8, mItemEffectLabel->getY() - 5 - mItemDescriptionLabel->getHeight(), width - 16, mItemDescriptionLabel->getHeight())); mInvenScroll->setSize(width - 16, mItemDescriptionLabel->getY() - mWeightLabel->getHeight() - 18); mWeightLabel->setWidth(width - 16); mInvenSlotLabel->setWidth(width - 16); } 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(); }