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-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010 Nicolas Casalini
--
-- 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 3 of the License, or
-- (at your option) 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, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
require "engine.class"
require "engine.Dialog"
module(..., package.seeall, class.inherit(engine.Dialog))
function _M:init(title, actor, filter, action)
self.action = action
self.filter = filter
self.actor = actor
engine.Dialog.init(self, title or "Inventory", game.w * 0.8, game.h * 0.8, nil, nil, nil, core.display.newFont("/data/font/VeraMono.ttf", 12))
self:generateList()
self.list = self.inven_list
self.sel = 1
self.scroll = 1
-- self.max = math.floor((self.ih * 0.8 - 5) / self.font_h) - 1
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self:keyCommands({
__TEXTINPUT = function(c)
if self.list.chars[c] then
self.sel = self.list.chars[c]
self:use()
end
end,
},{
HOTKEY_1 = function() self:defineHotkey(1) end,
HOTKEY_2 = function() self:defineHotkey(2) end,
HOTKEY_3 = function() self:defineHotkey(3) end,
HOTKEY_4 = function() self:defineHotkey(4) end,
HOTKEY_5 = function() self:defineHotkey(5) end,
HOTKEY_6 = function() self:defineHotkey(6) end,
HOTKEY_7 = function() self:defineHotkey(7) end,
HOTKEY_8 = function() self:defineHotkey(8) end,
HOTKEY_9 = function() self:defineHotkey(9) end,
HOTKEY_10 = function() self:defineHotkey(10) end,
HOTKEY_11 = function() self:defineHotkey(11) end,
HOTKEY_12 = function() self:defineHotkey(12) end,
HOTKEY_SECOND_1 = function() self:defineHotkey(13) end,
HOTKEY_SECOND_2 = function() self:defineHotkey(14) end,
HOTKEY_SECOND_3 = function() self:defineHotkey(15) end,
HOTKEY_SECOND_4 = function() self:defineHotkey(16) end,
HOTKEY_SECOND_5 = function() self:defineHotkey(17) end,
HOTKEY_SECOND_6 = function() self:defineHotkey(18) end,
HOTKEY_SECOND_7 = function() self:defineHotkey(19) end,
HOTKEY_SECOND_8 = function() self:defineHotkey(20) end,
HOTKEY_SECOND_9 = function() self:defineHotkey(21) end,
HOTKEY_SECOND_10 = function() self:defineHotkey(22) end,
HOTKEY_SECOND_11 = function() self:defineHotkey(23) end,
HOTKEY_SECOND_12 = function() self:defineHotkey(24) end,
HOTKEY_THIRD_1 = function() self:defineHotkey(25) end,
HOTKEY_THIRD_2 = function() self:defineHotkey(26) end,
HOTKEY_THIRD_3 = function() self:defineHotkey(27) end,
HOTKEY_THIRD_4 = function() self:defineHotkey(28) end,
HOTKEY_THIRD_5 = function() self:defineHotkey(29) end,
HOTKEY_THIRD_6 = function() self:defineHotkey(30) end,
HOTKEY_THIRD_7 = function() self:defineHotkey(31) end,
HOTKEY_THIRD_8 = function() self:defineHotkey(31) end,
HOTKEY_THIRD_9 = function() self:defineHotkey(33) end,
HOTKEY_THIRD_10 = function() self:defineHotkey(34) end,
HOTKEY_THIRD_11 = function() self:defineHotkey(35) end,
HOTKEY_THIRD_12 = function() self:defineHotkey(36) end,
MOVE_UP = function() self.sel = util.boundWrap(self.sel - 1, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
MOVE_DOWN = function() self.sel = util.boundWrap(self.sel + 1, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
MOVE_LEFT = function() self.list = self.equip_list self.sel = util.bound(self.sel, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
MOVE_RIGHT = function() self.list = self.inven_list self.sel = util.bound(self.sel, 1, #self.list) self.scroll = util.scroll(self.sel, self.scroll, self.max) self.changed = true end,
ACCEPT = function() self:use() end,
EXIT = function() game:unregisterDialog(self) end,
})
self:mouseZones{
{ x=0, y=0, w=game.w, h=game.h, mode={button=true}, norestrict=true, fct=function(button) if button ~= "none" then game:unregisterDialog(self) end end},
{ x=2, y=5, w=self.iw, h=self.font_h*self.max, fct=function(button, x, y, xrel, yrel, tx, ty, event)
if tx < self.iw / 2 then
self.list = self.equip_list
else
self.list = self.inven_list
end
if button ~= "wheelup" and button ~= "wheeldown" then
self.sel = util.bound(self.scroll + math.floor(ty / self.font_h), 1, #self.list)
end
self.changed = true
if button == "left" and event == "button" then self:use()
elseif button == "right" and event == "button" then
elseif button == "wheelup" and event == "button" then self.key:triggerVirtual("MOVE_UP")
elseif button == "wheeldown" and event == "button" then self.key:triggerVirtual("MOVE_DOWN")
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end
end },
}
end
function _M:defineHotkey(id)
if not self.actor or not self.actor.hotkey then return end
self.actor.hotkey[id] = {"inventory", self.list[self.sel].object:getName{no_count=true}}
self:simplePopup("Hotkey "..id.." assigned", self.list[self.sel].object:getName{no_count=true}:capitalize().." assigned to hotkey "..id)
self.actor.changed = true
end
function _M:use()
if self.list[self.sel] and self.list[self.sel].item then
if self.action(self.list[self.sel].object, self.list[self.sel].inven, self.list[self.sel].item) then
game:unregisterDialog(self)
end
end
end
function _M:generateList()
-- Makes up the list
local list = {}
local chars = {}
local i = 0
self.max_h = 0
for inven_id = 1, #self.actor.inven_def do
if self.actor.inven[inven_id] and self.actor.inven_def[inven_id].is_worn then
list[#list+1] = { name=self.actor.inven_def[inven_id].name, color={0x90, 0x90, 0x90}, inven=inven_id }
self.max_h = math.max(self.max_h, #self.actor.inven_def[inven_id].description:splitLines(self.iw - 10, self.font))
for item, o in ipairs(self.actor.inven[inven_id]) do
if not self.filter or self.filter(o) then
local char = string.char(string.byte('a') + i)
list[#list+1] = { name=char..") "..o:getDisplayString()..o:getName(), color=o:getDisplayColor(), object=o, inven=inven_id, item=item }
self.max_h = math.max(self.max_h, #o:getDesc():splitLines(self.iw - 10, self.font))
chars[char] = #list
i = i + 1
end
end
end
end
list.chars = chars
self.equip_list = list
-- Makes up the list
local list = {}
local chars = {}
local i = 0
for item, o in ipairs(self.actor:getInven("INVEN")) do
if not self.filter or self.filter(o) then
local char = string.char(string.byte('a') + i)
list[#list+1] = { name=char..") "..o:getDisplayString()..o:getName(), color=o:getDisplayColor(), object=o, inven=self.actor.INVEN_INVEN, item=item }
self.max_h = math.max(self.max_h, #o:getDesc():splitLines(self.iw - 10, self.font))
chars[char] = #list
i = i + 1
end
end
list.chars = chars
self.inven_list = list
self.changed = true
self.list = self.inven_list
self.sel = 1
self.scroll = 1
self.max = math.floor((self.ih - 5) / self.font_h) - self.max_h
end
function _M:on_recover_focus()
self:generateList()
end
function _M:drawDialog(s)
if self.list[self.sel] and not self.list[self.sel].item then
lines = self.actor.inven_def[self.list[self.sel].inven].description:splitLines(self.iw / 2 - 10, self.font)
elseif self.list[self.sel] and self.list[self.sel] and self.list[self.sel].object then
lines = self.list[self.sel].object:getDesc():splitLines(self.iw - 10, self.font)
else
lines = {}
end
local sh = self.ih - 4 - self.max_h * self.font:lineSkip()
h = sh
self:drawWBorder(s, 3, sh, self.iw - 6)
for i = 1, #lines do
s:drawColorStringBlended(self.font, lines[i], 5, 2 + h)
h = h + self.font:lineSkip()
end
self:drawSelectionList(s, 2, 5, self.font_h, self.equip_list, self.list == self.equip_list and self.sel or -1, "name", self.scroll, self.max, nil, nil, nil, self.iw / 2 - 5)
self:drawHBorder(s, self.iw / 2, 2, sh - 4)
self:drawSelectionList(s, self.iw / 2 + 5, 5, self.font_h, self.inven_list, self.list == self.inven_list and self.sel or -1, "name", self.scroll, self.max, nil, nil, nil, self.iw / 2 - 5)
self.changed = false
end