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-- TE4 - T-Engine 4
--
-- 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"
local Dialog = require "engine.ui.Dialog"
local ListColumns = require "engine.ui.ListColumns"
local Textzone = require "engine.ui.Textzone"
--- Show Store
-- @classmod engine.dialogs.ShowStore
function _M:init(title, store_inven, actor_inven, store_filter, actor_filter, action, desc, descprice, allow_sell, allow_buy, on_select)
self.on_select = on_select
self.allow_sell, self.allow_buy = allow_sell, allow_buy
self.action = action
self.desc = desc
self.store_inven = store_inven
self.actor_inven = actor_inven
self.store_filter = store_filter
self.actor_filter = actor_filter
Dialog.init(self, title or "Store", math.max(800, game.w * 0.8), math.max(600, game.h * 0.8))
self.c_inven = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10, sortable=true, scrollbar=true, columns={
{name="", width={24,"fixed"}, display_prop="object", direct_draw=function(item, x, y) item.object:toScreen(nil, x+4, y, 16, 16) end},
{name="Inventory", width=80, display_prop="name", sort="name"},
{name="Price", width={50,"fixed"}, display_prop="desc_price", sort=function(a, b) return descprice("sell", a.object) <descprice("sell", b.object) end},
}, list={}, fct=function(item, sel) self:use(item) end, select=function(item, sel) self:select(item) end}
self.c_store = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10, sortable=true, scrollbar=true, columns={
{name="", width={24,"fixed"}, display_prop="object", direct_draw=function(item, x, y) item.object:toScreen(nil, x+4, y, 16, 16) end},
{name="Store", width=80, display_prop="name"},
{name="Price", width={50,"fixed"}, display_prop="desc_price", sort=function(a, b) return descprice("buy", a.object) <descprice("buy", b.object) end},
}, list={}, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end}
self:generateList()
self:loadUI{
{left=0, top=0, ui=self.c_store},
{right=0, top=0, ui=self.c_inven},
{hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
__TEXTINPUT = function(c)
local list
if self.focus_ui and self.focus_ui.ui == self.c_inven then list = self.c_inven.list
elseif self.focus_ui and self.focus_ui.ui == self.c_store then list = self.c_store.list
end
end,
EXIT = function() game:unregisterDialog(self) end,
}
end
function _M:on_register()
game:onTickEnd(function() self.key:unicodeInput(true) end)
end
function _M:updateStore()
self:generateList()
end
if self.cur_item == item then return end
if self.on_select then self.on_select(item) end
function _M:on_focus(id, ui)
if self.focus_ui and self.focus_ui.ui == self.c_inven then self:select(self.c_inven.list[self.c_inven.sel])
elseif self.focus_ui and self.focus_ui.ui == self.c_store then self:select(self.c_store.list[self.c_store.sel])
end
end
function _M:use(item)
if item and item.object then
if self.focus_ui and self.focus_ui.ui == self.c_store then
if util.getval(self.allow_buy, item.object, item.item) then
self.action("buy", item.object, item.item)
end
if util.getval(self.allow_sell, item.object, item.item) then
self.action("sell", item.object, item.item)
end
function _M:generateList()
-- Makes up the list
local list = {}
for item, o in ipairs(self.store_inven) do
if not self.store_filter or self.store_filter(o) then
list[#list+1] = { id=#list+1, char=char, name=o:getName(), color=o:getDisplayColor(), object=o, item=item, cat=o.subtype, cost=o.cost, desc=o:getDesc(), desc_price=self.descprice("buy", o) }
i = i + 1
end
end
self.store_list = list
-- Makes up the list
local list = {}
for item, o in ipairs(self.actor_inven) do
if not self.actor_filter or self.actor_filter(o) then
list[#list+1] = { id=#list+1, char=char, name=o:getName(), color=o:getDisplayColor(), object=o, item=item, cat=o.subtype, cost=o.cost, desc=o:getDesc(), desc_price=self.descprice("sell", o) }
i = i + 1
end
end
self.actor_list = list
self.c_inven:setList(self.actor_list)
self.c_store:setList(self.store_list)