From ce23aefd03c4f5dde3510b5e99d9673c7f737820 Mon Sep 17 00:00:00 2001
From: dg <dg@51575b47-30f0-44d4-a5cc-537603b46e54>
Date: Sun, 6 Nov 2011 23:58:07 +0000
Subject: [PATCH] update inventory

git-svn-id: http://svn.net-core.org/repos/t-engine4@4613 51575b47-30f0-44d4-a5cc-537603b46e54
---
 game/engines/default/engine/ui/Inventory.lua | 24 ++++++--
 game/modules/tome/dialogs/ShowEquipInven.lua | 12 +---
 game/modules/tome/dialogs/ShowInventory.lua  | 60 +++++++++++++++++---
 game/modules/tome/load.lua                   | 16 ++++++
 4 files changed, 87 insertions(+), 25 deletions(-)

diff --git a/game/engines/default/engine/ui/Inventory.lua b/game/engines/default/engine/ui/Inventory.lua
index f2a5f208c1..811cf6ffc8 100644
--- a/game/engines/default/engine/ui/Inventory.lua
+++ b/game/engines/default/engine/ui/Inventory.lua
@@ -33,12 +33,19 @@ function _M:init(t)
 	self.w = assert(t.width, "no inventory width")
 	self.h = assert(t.height, "no inventory height")
 	self.tabslist = t.tabslist
+	self.filter = t.filter
 	self.fct = t.fct
 	self.on_select = t.select
 	self.on_select_tab = t.select_tab
 	self.on_drag = t.on_drag
 	self.on_drag_end = t.on_drag_end
 
+	if not self.tabslist and self.default_tabslist then
+		if type(self.default_tabslist) == "function" then self.tabslist = self.default_tabslist(self)
+		else self.tabslist = self.default_tabslist
+		end
+	end
+
 	Base.init(self, t)
 end
 
@@ -92,15 +99,17 @@ function _M:generate()
 				self:use(list[list.chars[c]])
 			end
 		end,
-		_TAB = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = util.boundWrap(self.c_tabs.sel_i+1, 1, #self.tabslist) self.c_tabs:onUse("left") end,
-		[{"_TAB","ctrl"}] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = util.boundWrap(self.c_tabs.sel_i-1, 1, self.tabslist) self.c_tabs:onUse("left", false) end,
+		_TAB = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = util.boundWrap(self.c_tabs.sel_i+1, 1, #self.tabslist) self.c_tabs:onUse("left") self.c_tabs:onSelect() end,
+		[{"_TAB","ctrl"}] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = util.boundWrap(self.c_tabs.sel_i-1, 1, self.tabslist) self.c_tabs:onUse("left", false) self.c_tabs:onSelect() end,
 	}
 	for i = 1, #self.tabslist do
 		self.key:addCommands{
-			['_F'..i] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i self.c_tabs:onUse("left") end,
-			[{'_F'..i,"ctrl"}] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i self.c_tabs:onUse("left", true) end,
+			['_F'..i] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i self.c_tabs:onUse("left") self.c_tabs:onSelect() end,
+			[{'_F'..i,"ctrl"}] = function() self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i self.c_tabs:onUse("left", true) self.c_tabs:onSelect() end,
 		}
 	end
+
+	self.c_inven:onSelect()
 end
 
 function _M:switchTab(filter)
@@ -108,7 +117,9 @@ function _M:switchTab(filter)
 
 	for i, d in ipairs(self.tabslist) do
 		for k, e in pairs(filter) do if d[k] == e then
-			self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i self.c_tabs:onUse("left", false)
+			self.c_tabs.sel_j = 1 self.c_tabs.sel_i = i
+			self.c_tabs:onUse("left", false)
+			self.c_tabs:onSelect()
 			return
 		end end
 	end
@@ -116,6 +127,7 @@ end
 
 function _M:selectTab(item)
 	if self.on_select_tab then self.on_select_tab(item) end
+	self.c_inven:onSelect()
 end
 
 function _M:setInnerFocus(id)
@@ -137,7 +149,7 @@ function _M:setInnerFocus(id)
 end
 
 function _M:on_focus(id, ui)
-	if self.on_select and ui then self.on_select(ui, ui.ui.inven, ui.ui.item, ui.ui:getItem()) end
+--	if self.on_select and ui then self.on_select(ui, ui.ui.inven, ui.ui.item, ui.ui:getItem()) end
 end
 function _M:no_focus()
 end
diff --git a/game/modules/tome/dialogs/ShowEquipInven.lua b/game/modules/tome/dialogs/ShowEquipInven.lua
index 64e2e50adb..f97e04d301 100644
--- a/game/modules/tome/dialogs/ShowEquipInven.lua
+++ b/game/modules/tome/dialogs/ShowEquipInven.lua
@@ -44,17 +44,7 @@ function _M:init(title, actor, filter, action, on_select)
 		end
 	}
 
-	local tabslist = {
-		{image="metal-ui/inven_tabs/weapons.png", 	kind="weapons",		desc="All kinds of weapons",		filter=function(o) return not o.__transmo and (o.type == "weapon") end},
-		{image="metal-ui/inven_tabs/armors.png", 	kind="armors",		desc="All kinds of armours",		filter=function(o) return not o.__transmo and (o.type == "armor") end},
-		{image="metal-ui/inven_tabs/jewelry.png", 	kind="jewelry",		desc="Rings and Amulets",		filter=function(o) return not o.__transmo and (o.type == "jewelry") end},
-		{image="metal-ui/inven_tabs/gems.png", 		kind="gems",		desc="Gems"		,		filter=function(o) return not o.__transmo and (o.type == "gem" or o.type == "alchemist-gem") end},
-		{image="metal-ui/inven_tabs/inscriptions.png", 	kind="inscriptions",	desc="Infusions, Runes, ...",		filter=function(o) return not o.__transmo and (o.type == "scroll") end},
-		{image="metal-ui/inven_tabs/misc.png", 		kind="misc",		desc="Miscellaneous",			filter="others"},
-		{image="metal-ui/inven_tabs/quests.png", 	kind="quests",		desc="Quest and plot related items",	filter=function(o) return not o.__transmo and (o.plot or o.quest) end},
-	}
-	if actor:attr("has_transmo") then tabslist[#tabslist+1] = {image="metal-ui/inven_tabs/chest.png", kind="transmo", desc="Transmogrification Chest", filter=function(o) return o.__transmo end} end
-	self.c_inven = Inventory.new{actor=actor, inven=actor:getInven("INVEN"), width=self.iw - 20 - self.c_doll.w, height=self.ih - 10, tabslist=tabslist,
+	self.c_inven = Inventory.new{actor=actor, inven=actor:getInven("INVEN"), width=self.iw - 20 - self.c_doll.w, height=self.ih - 10,
 		fct=function(item, sel, button, event) self:use(item, button, event) end,
 		on_select=function(item, sel) self:select(item) end,
 		on_drag=function(item) self:onDrag(item) end,
diff --git a/game/modules/tome/dialogs/ShowInventory.lua b/game/modules/tome/dialogs/ShowInventory.lua
index ca4134ed55..ba14039c1d 100644
--- a/game/modules/tome/dialogs/ShowInventory.lua
+++ b/game/modules/tome/dialogs/ShowInventory.lua
@@ -18,21 +18,55 @@
 -- darkgod@te4.org
 
 require "engine.class"
-local Base = require "engine.dialogs.ShowInventory"
+local Dialog = require "engine.ui.Dialog"
+local Inventory = require "engine.ui.Inventory"
+local Textzone = require "engine.ui.Textzone"
+local TextzoneList = require "engine.ui.TextzoneList"
+local Separator = require "engine.ui.Separator"
 
-module(..., package.seeall, class.inherit(Base))
+module(..., package.seeall, class.inherit(Dialog))
 
-function _M:init(...)
-	Base.init(self, ...)
+function _M:init(title, inven, filter, action, actor)
+	self.inven = inven
+	self.filter = filter
+	self.action = action
+	self.actor = actor
+	Dialog.init(self, title or "Inventory", math.max(800, game.w * 0.8), math.max(600, game.h * 0.8))
+
+	self.c_desc = TextzoneList.new{width=math.floor(self.iw / 2 - 10), height=self.ih, no_color_bleed=true}
+
+	self.c_inven = Inventory.new{actor=actor, inven=inven, filter=filter, width=math.floor(self.iw / 2 - 10), height=self.ih - 10,
+		fct=function(item, sel, button, event) self:use(item, button, event) end,
+		select=function(item, sel) self:select(item) end,
+	}
 
 	self.key.any_key = function(sym)
 		-- Control resets the tooltip
 		if (sym == self.key._LCTRL or sym == self.key._RCTRL) and self.cur_item then self.cur_item.desc = nil self:select(self.cur_item) end
 	end
 
-	for i, item in ipairs(self.list) do item.desc = nil end
+	self:loadUI{
+		{left=0, top=0, ui=self.c_inven},
+		{right=0, top=0, ui=self.c_desc},
+		{hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
+	}
+	self:setFocus(self.c_inven)
+	self:setupUI()
 
-	self:select(self.list[1])
+	self.key:addCommands{
+		__TEXTINPUT = function(c)
+			if self.list and self.list.chars[c] then
+				self:use(self.list[self.list.chars[c]])
+			end
+		end,
+	}
+	self.key:addBinds{
+		EXIT = function() game:unregisterDialog(self) end,
+	}
+end
+
+function _M:on_register()
+	game:onTickEnd(function() self.key:unicodeInput(true) end)
 end
 
 function _M:select(item)
@@ -47,8 +81,18 @@ function _M:select(item)
 	end
 end
 
+function _M:use(item)
+	local dont_end = false
+	if item and item.object then
+		dont_end = self.action(item.object, item.item)
+	end
+	self.c_inven:generateList()
+	self:select(self.c_inven.c_inven.list[self.c_inven.c_inven.sel])
+	if not dont_end then game:unregisterDialog(self) end
+end
+
 function _M:updateTitle(title)
-	Base.updateTitle(self, title)
+	Dialog.updateTitle(self, title)
 
 	local green = colors.LIGHT_GREEN
 	local red = colors.LIGHT_RED
@@ -64,7 +108,7 @@ function _M:updateTitle(title)
 end
 
 function _M:drawFrame(x, y, r, g, b, a)
-	Base.drawFrame(self, x, y, r, g, b, a)
+	Dialog.drawFrame(self, x, y, r, g, b, a)
 	if r == 0 then return end -- Drawing the shadow
 	if self.ui ~= "metal" then return end
 	if not self.title_fill then return end
diff --git a/game/modules/tome/load.lua b/game/modules/tome/load.lua
index 79af10a958..89f8d500d0 100644
--- a/game/modules/tome/load.lua
+++ b/game/modules/tome/load.lua
@@ -30,6 +30,7 @@ local DamageType = require "engine.DamageType"
 local Faction = require "engine.Faction"
 local Map = require "engine.Map"
 local Tiles = require "engine.Tiles"
+local InventoryUI = require "engine.ui.Inventory"
 local ActorStats = require "engine.interface.ActorStats"
 local ActorResource = require "engine.interface.ActorResource"
 local ActorTalents = require "engine.interface.ActorTalents"
@@ -258,6 +259,21 @@ Birther:loadDefinition("/data/birth/descriptors.lua")
 -- Stores
 Store:loadStores("/data/general/stores/basic.lua")
 
+-- Inventory tabs
+InventoryUI.default_tabslist = function(self)
+	local tabslist = {
+		{image="metal-ui/inven_tabs/weapons.png", 	kind="weapons",		desc="All kinds of weapons",		filter=function(o) return not o.__transmo and (o.type == "weapon") end},
+		{image="metal-ui/inven_tabs/armors.png", 	kind="armors",		desc="All kinds of armours",		filter=function(o) return not o.__transmo and (o.type == "armor") end},
+		{image="metal-ui/inven_tabs/jewelry.png", 	kind="jewelry",		desc="Rings and Amulets",		filter=function(o) return not o.__transmo and (o.type == "jewelry") end},
+		{image="metal-ui/inven_tabs/gems.png", 		kind="gems",		desc="Gems"		,		filter=function(o) return not o.__transmo and (o.type == "gem" or o.type == "alchemist-gem") end},
+		{image="metal-ui/inven_tabs/inscriptions.png", 	kind="inscriptions",	desc="Infusions, Runes, ...",		filter=function(o) return not o.__transmo and (o.type == "scroll") end},
+		{image="metal-ui/inven_tabs/misc.png", 		kind="misc",		desc="Miscellaneous",			filter="others"},
+		{image="metal-ui/inven_tabs/quests.png", 	kind="quests",		desc="Quest and plot related items",	filter=function(o) return not o.__transmo and (o.plot or o.quest) end},
+	}
+	if self.actor:attr("has_transmo") then tabslist[#tabslist+1] = {image="metal-ui/inven_tabs/chest.png", kind="transmo", desc="Transmogrification Chest", filter=function(o) return o.__transmo end} end
+	return tabslist
+end
+
 ------------------------------------------------------------------------
 -- Count the number of talents per types
 ------------------------------------------------------------------------
-- 
GitLab