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ShowPickupFloor.lua 4.20 KiB
-- TE4 - T-Engine 4
-- Copyright (C) 2009 - 2018 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"
local Dialog = require "engine.ui.Dialog"
local ListColumns = require "engine.ui.ListColumns"
local Button = require "engine.ui.Button"
local Textzone = require "engine.ui.Textzone"
local TextzoneList = require "engine.ui.TextzoneList"
local Separator = require "engine.ui.Separator"
--- ShowPickupFloor
-- @classmod engine.dialogs.ShowPickupFloor
module(..., package.seeall, class.inherit(Dialog))
function _M:init(title, x, y, filter, action, takeall, actor)
self.x, self.y = x, y
self.filter = filter
self.action = action
self.actor = actor
Dialog.init(self, title or "Pickup", math.max(800, game.w * 0.8), math.max(600, game.h * 0.8))
local takeall = Button.new{text=takeall or "(*) Take all", width=self.iw - 40, fct=function() self:takeAll() end}
self.c_desc = TextzoneList.new{width=math.floor(self.iw / 2 - 10), height=self.ih - takeall.h, no_color_bleed=true}
self.c_list = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10 - takeall.h, scrollbar=true, columns={
{name="", width={20,"fixed"}, display_prop="char"},
{name="", width={24,"fixed"}, display_prop="object", sort="sortname", direct_draw=function(item, x, y) item.object:toScreen(nil, x+4, y, 16, 16) end},
{name="Item", width=72, display_prop="sortname"},
{name="Category", width=20, display_prop="cat"},
{name="Enc.", width=8, display_prop="encumberance"},
}, list={}, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end}
self:generateList()
self:loadUI{
{left=0, top=takeall.h, ui=self.c_list},
{right=0, top=takeall.h, ui=self.c_desc},
{hcenter=0, top=0, ui=takeall},
{hcenter=0, top=takeall.h + 5, ui=Separator.new{dir="horizontal", size=self.ih - takeall.h - 10}},
}
self:setFocus(self.c_list)
self:setupUI()
self.key:addCommands{
__TEXTINPUT = function(c)
if c == '*' then self:takeAll() return end
if self.list and self.list.chars[c] then
self:use(self.list[self.list.chars[c]])
end
end,
}
self.key:addBinds{
ACCEPT = function()
self:use(self.c_list.list[self.c_list.sel])
end,
EXIT = function() game:unregisterDialog(self) end,
}
end
function _M:on_register()
game:onTickEnd(function() self.key:unicodeInput(true) end)
end
function _M:used()
if self.taking_all then return end
self:generateList()
if #self.list == 0 then
game:unregisterDialog(self)
return false
end
self:select(self.c_list.list[self.c_list.sel])
return true
end
function _M:select(item)
if item then
self.c_desc:switchItem(item, item.desc)
end
end
function _M:takeAll()
self.taking_all = true
for i = #self.list, 1, -1 do self.action(self.list[i].object, self.list[i].item) end
game:unregisterDialog(self)
end
function _M:use(item)
if item and item.object then
self.action(item.object, item.item)
end
return self:used()
end
function _M:generateList()
-- Makes up the list
local list = {}
list.chars = {}
local idx = 1
local i = 1
while true do
local o = game.level.map:getObject(self.x, self.y, idx)
if not o then break end
if not self.filter or self.filter(o) then
local char = self:makeKeyChar(i)
list.chars[char] = i
local enc = 0
o:forAllStack(function(o) enc=enc+o.encumber end)
list[#list+1] = { char=char, name=o:getName(), sortname=o:getName():toString():removeColorCodes(), color=o:getDisplayColor(), object=o, item=idx, cat=o.subtype, encumberance=enc, desc=o:getDesc() }
i = i + 1
end
idx = idx + 1
end
self.list = list
self.c_list:setList(self.list)
end