/* * 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 * * $Id$ */ #include "inventorywindow.h" #include #include #include #include #include "button.h" #include "gui.h" #include "item_amount.h" #include "itemcontainer.h" #include "scrollarea.h" #include "sdlinput.h" #include "viewport.h" #include "widgets/layout.h" #include "../item.h" #include "../localplayer.h" #include "../log.h" #include "../resources/iteminfo.h" #include "../utils/gettext.h" #include "../utils/strprintf.h" InventoryWindow::InventoryWindow(): Window(_("Inventory")), mSplit(false) { 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, 368, 326); addKeyListener(this); mUseButton = new Button(_("Use"), "use", this); mDropButton = new Button(_("Drop"), "drop", this); mSplitButton = new Button(_("Split"), "split", this); mItems = new ItemContainer(player_node->mInventory, 10, 5); mItems->addSelectionListener(this); mInvenScroll = new ScrollArea(mItems); mItemNameLabel = new gcn::Label(strprintf(_("Name: %s"), "")); mItemDescriptionLabel = new gcn::Label( strprintf(_("Description: %s"), "")); mItemEffectLabel = new gcn::Label(strprintf(_("Effect: %s"), "")); mWeightLabel = new gcn::Label( strprintf(_("Total Weight: %d - Maximum Weight: %d"), 0, 0)); place(0, 0, mWeightLabel, 4); place(0, 1, mInvenScroll, 4).setPadding(3); place(0, 2, mItemNameLabel, 4); place(0, 3, mItemDescriptionLabel, 4); place(0, 4, mItemEffectLabel, 4); place(0, 5, mUseButton); place(1, 5, mDropButton); place(2, 5, mSplitButton); Layout &layout = getLayout(); layout.setColWidth(0, 48); layout.setColWidth(1, 48); layout.setColWidth(2, 48); layout.setRowHeight(1, Layout::AUTO_SET); loadWindowState("Inventory"); } 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( strprintf(_("Total Weight: %d - Maximum Weight: %d"), player_node->getTotalWeight(), player_node->getMaxWeight())); } void InventoryWindow::action(const gcn::ActionEvent &event) { Item *item = mItems->getItem(); if (!item) { return; } if (event.getId() == "use") { if (item->isEquipment()) { player_node->equipItem(item); } else { player_node->useItem(item->getInvIndex()); } } else if (event.getId() == "drop") { if (item->getQuantity() > 1) { // Choose amount of items to drop new ItemAmountWindow(AMOUNT_ITEM_DROP, this, item); } else { player_node->dropItem(item, 1); } mItems->selectNone(); } else if (event.getId() == "split") { if (item && !item->isEquipment() && item->getQuantity() > 1) { new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item, (item->getQuantity() - 1)); } } } void InventoryWindow::valueChanged(const gcn::SelectionEvent &event) { Item *item = mItems->getItem(); ItemInfo const *info = item ? &item->getInfo() : NULL; mItemNameLabel->setCaption(strprintf(_("Name: %s"), info ? info->getName().c_str() : "")); mItemEffectLabel->setCaption(strprintf(_("Effect: %s"), info ? info->getEffect().c_str() : "")); mItemDescriptionLabel->setCaption(strprintf(_("Description: %s"), info ? info->getDescription().c_str() : "")); if (mSplit) { if (item && !item->isEquipment() && item->getQuantity() > 1) { mSplit = false; new ItemAmountWindow(AMOUNT_ITEM_SPLIT, this, item, (item->getQuantity() - 1)); } } } void InventoryWindow::mouseClicked(gcn::MouseEvent &event) { Window::mouseClicked(event); if (event.getButton() == gcn::MouseEvent::RIGHT) { Item *item = mItems->getItem(); 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() { Item *item = mItems->getItem(); if (item && item->isEquipment()) { mUseButton->setCaption(_("Equip")); } else { mUseButton->setCaption(_("Use")); } mUseButton->setEnabled(!!item); mDropButton->setEnabled(!!item); if (item && !item->isEquipment() && item->getQuantity() > 1) { mSplitButton->setEnabled(true); } else { mSplitButton->setEnabled(false); } } Item* InventoryWindow::getItem() { return mItems->getItem(); } void InventoryWindow::keyPressed(gcn::KeyEvent &event) { switch (event.getKey().getValue()) { case Key::LEFT_SHIFT: case Key::RIGHT_SHIFT: mSplit = true; } } void InventoryWindow::keyReleased(gcn::KeyEvent &event) { switch (event.getKey().getValue()) { case Key::LEFT_SHIFT: case Key::RIGHT_SHIFT: mSplit = false; } }