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dg authored
Hotkey icons can now be dragged along the bar for easy reassignment Talents can be dragged from the use talents window into the hotkeys Items can be dragged from the inventory window into the hotkeys git-svn-id: http://svn.net-core.org/repos/t-engine4@3998 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredHotkey icons can now be dragged along the bar for easy reassignment Talents can be dragged from the use talents window into the hotkeys Items can be dragged from the inventory window into the hotkeys git-svn-id: http://svn.net-core.org/repos/t-engine4@3998 51575b47-30f0-44d4-a5cc-537603b46e54
ShowEquipInven.lua 8.94 KiB
-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010, 2011 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 Textzone = require "engine.ui.Textzone"
local TextzoneList = require "engine.ui.TextzoneList"
local Separator = require "engine.ui.Separator"
module(..., package.seeall, class.inherit(Dialog))
function _M:init(title, actor, filter, action, on_select)
self.action = action
self.filter = filter
self.actor = actor
self.on_select = on_select
Dialog.init(self, title or "Inventory", math.max(800, game.w * 0.8), math.max(600, game.h * 0.8))
self.max_h = 0
-- self.c_desc = TextzoneList.new{width=self.iw, height=self.max_h*self.font_h, no_color_bleed=true}
self.c_inven = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.max_h*self.font_h - 10, sortable=true, scrollbar=true, columns={
{name="", width={20,"fixed"}, display_prop="char", sort="id"},
{name="", width={24,"fixed"}, display_prop="object", direct_draw=function(item, x, y) if item.object then item.object:toScreen(nil, x+4, y, 16, 16) end end},
{name="Inventory", width=72, display_prop="name", sort="name"},
{name="Category", width=20, display_prop="cat", sort="cat"},
{name="Enc.", width=8, display_prop="encumberance", sort="encumberance"},
}, list={}, fct=function(item, sel, button, event) self:use(item, button, event) end, select=function(item, sel) self:select(item) end, on_drag=function(item) if self.on_drag then self.on_drag(item) end end}
self.c_equip = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - self.max_h*self.font_h - 10, scrollbar=true, columns={
{name="", width={20,"fixed"}, display_prop="char"},
{name="", width={8+16,"fixed"}, display_prop="object", direct_draw=function(item, x, y) if item.object then item.object:toScreen(nil, x+4, y, 16, 16) end end},
{name="Equipment", width=72, display_prop="name"},
{name="Category", width=20, display_prop="cat"},
{name="Enc.", width=8, display_prop="encumberance"},
}, list={}, fct=function(item, sel, button, event) self:use(item, button, event) end, select=function(item, sel) self:select(item) end, on_drag=function(item) if self.on_drag then self.on_drag(item) end end}
self:generateList()
self:loadUI{
{left=0, top=0, ui=self.c_equip},
{right=0, top=0, ui=self.c_inven},
-- {left=0, bottom=0, ui=self.c_desc},
{hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
-- {left=5, bottom=self.c_desc.h, ui=Separator.new{dir="vertical", size=self.iw - 10}},
}
self:setFocus(self.c_inven)
self:setupUI()
self.key:addCommands{
__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_equip then list = self.c_equip.list
end
if list and list.chars[c] then
self:use(list[list.chars[c]])
end
end,
}
self.key:addBinds{
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(32) 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,
ACCEPT = function()
if self.focus_ui and self.focus_ui.ui == self.c_inven then self:use(self.c_inven.list[self.c_inven.sel])
elseif self.focus_ui and self.focus_ui.ui == self.c_equip then self:use(self.c_equip.list[self.c_equip.sel])
end
end,
EXIT = function() game:unregisterDialog(self) end,
}
end
function _M:defineHotkey(id)
if not self.actor or not self.actor.hotkey then return end
local item = nil
if self.focus_ui and self.focus_ui.ui == self.c_inven then item = self.c_inven.list[self.c_inven.sel]
elseif self.focus_ui and self.focus_ui.ui == self.c_equip then item = self.c_equip.list[self.c_equip.sel]
end
if not item or not item.object then return end
self.actor.hotkey[id] = {"inventory", item.object:getName{no_add_name=true, no_count=true}}
self:simplePopup("Hotkey "..id.." assigned", item.object:getName{no_add_name=true, no_count=true}:capitalize().." assigned to hotkey "..id)
self.actor.changed = true
end
function _M:select(item)
if self.cur_item == item then return end
if item then
if self.on_select then self.on_select(item) end
end
self.cur_item = 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_equip then self:select(self.c_equip.list[self.c_equip.sel])
end
end
function _M:use(item, button, event)
if item then
if self.action(item.object, item.inven, item.item, button, event) then
game:unregisterDialog(self)
end
end
end
function _M:generateList()
-- Makes up the list
self.equip_list = {}
local list = self.equip_list
local chars = {}
local i = 1
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 or self.actor.inven_def[inven_id].is_shown_equip) then
list[#list+1] = { id=#list+1, char="", name=tstring{{"font", "bold"}, self.actor.inven_def[inven_id].name, {"font", "normal"}}, color={0x90, 0x90, 0x90}, inven=inven_id, cat="", encumberance="", desc=self.actor.inven_def[inven_id].description }
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 = self:makeKeyChar(i)
local enc = 0
o:forAllStack(function(o) enc=enc+o.encumber end)
list[#list+1] = { id=#list+1, char=char, name=o:getName(), color=o:getDisplayColor(), object=o, inven=inven_id, item=item, cat=o.subtype, encumberance=enc, desc=o:getDesc() }
chars[char] = #list
i = i + 1
end
end
end
end
list.chars = chars
self.equip_list = list
-- Makes up the list
self.inven_list = {}
local list = self.inven_list
local chars = {}
local i = 1
for item, o in ipairs(self.actor:getInven("INVEN") or {}) do
if not self.filter or self.filter(o) then
local char = self:makeKeyChar(i)
local enc = 0
o:forAllStack(function(o) enc=enc+o.encumber end)
list[#list+1] = { id=#list+1, char=char, name=o:getName(), color=o:getDisplayColor(), object=o, inven=self.actor.INVEN_INVEN, item=item, cat=o.subtype, encumberance=enc, desc=o:getDesc() }
chars[char] = #list
i = i + 1
end
end
list.chars = chars
self.c_inven:setList(self.inven_list)
self.c_equip:setList(self.equip_list)
end
function _M:on_recover_focus()
self:generateList()
end