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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"
    
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    local Dialog = require "engine.ui.Dialog"
    local ListColumns = require "engine.ui.ListColumns"
    local Textzone = require "engine.ui.Textzone"
    
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    local TextzoneList = require "engine.ui.TextzoneList"
    
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    local Separator = require "engine.ui.Separator"
    
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    module(..., package.seeall, class.inherit(Dialog))
    
    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
    
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    	self.allow_sell, self.allow_buy = allow_sell, allow_buy
    
    	self.action = action
    	self.desc = desc
    
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    	self.descprice = descprice
    
    	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={
    
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    		{name="", width={20,"fixed"}, display_prop="char", sort="id"},
    
    		{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"},
    
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    		{name="Category", width=20, display_prop="cat", sort="cat"},
    
    		{name="Price", width={50,"fixed"}, display_prop="desc_price", sort=function(a, b) return descprice("sell", a.object) <descprice("sell", b.object) end},
    
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    	}, 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={
    
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    		{name="", width={20,"fixed"}, display_prop="char", sort="id"},
    
    		{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"},
    
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    		{name="Category", width=20, display_prop="cat"},
    
    		{name="Price", width={50,"fixed"}, display_prop="desc_price", sort=function(a, b) return descprice("buy", a.object) <descprice("buy", b.object) end},
    
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    	}, list={}, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end}
    
    	self:generateList()
    
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    	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}},
    
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    	}
    	self:setFocus(self.c_inven)
    	self:setupUI()
    
    	self.key:addCommands{
    
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    			local list
    			if self.focus_ui and self.focus_ui.ui == self.c_inven then list = self.c_inven.list
    
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    			elseif self.focus_ui and self.focus_ui.ui == self.c_store then list = self.c_store.list
    
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    			end
    			if list and list.chars[c] then
    				self:use(list[list.chars[c]])
    
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    	}
    	self.key:addBinds{
    
    		EXIT = function() game:unregisterDialog(self) end,
    	}
    end
    
    function _M:updateStore()
    	self:generateList()
    end
    
    
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    function _M:select(item)
    
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    	if item then
    
    		if self.on_select then self.on_select(item) end
    
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    	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
    
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    			if util.getval(self.allow_buy, item.object, item.item) then
    				self.action("buy", item.object, item.item)
    			end
    
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    			if util.getval(self.allow_sell, item.object, item.item) then
    				self.action("sell", item.object, item.item)
    			end
    
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    		end
    	end
    end
    
    
    function _M:generateList()
    	-- Makes up the list
    	local list = {}
    
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    	list.chars = {}
    
    	local i = 1
    
    	for item, o in ipairs(self.store_inven) do
    		if not self.store_filter or self.store_filter(o) then
    
    			local char = self:makeKeyChar(i)
    
    			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) }
    
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    			list.chars[char] = #list
    
    			i = i + 1
    		end
    	end
    	self.store_list = list
    
    	-- Makes up the list
    	local list = {}
    
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    	list.chars = {}
    
    	local i = 1
    
    	for item, o in ipairs(self.actor_inven) do
    		if not self.actor_filter or self.actor_filter(o) then
    
    			local char = self:makeKeyChar(i)
    
    			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) }
    
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    			list.chars[char] = #list
    
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    	self.c_inven:setList(self.actor_list)
    	self.c_store:setList(self.store_list)