-- 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" local Dialog = require "engine.ui.Dialog" local ListColumns = require "engine.ui.ListColumns" local Textzone = require "engine.ui.Textzone" local Separator = require "engine.ui.Separator" module(..., package.seeall, class.inherit(Dialog)) function _M:init(title, actor, filter, action) self.action = action self.filter = filter self.actor = actor Dialog.init(self, title or "Inventory", game.w * 0.8, game.h * 0.8) self:generateList() 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=4, display_prop="char", sort="id"}, {name="Inventory", width=68, display_prop="name", sort="name"}, {name="Category", width=20, display_prop="cat", sort="cat"}, {name="Enc.", width=8, display_prop="encumberance", sort="encumberance"}, }, list=self.inven_list, fct=function(item, sel) self:use(item) end, select=function(item, sel) self:select(item) 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=4, display_prop="char"}, {name="Equipment", width=68, display_prop="name"}, {name="Category", width=20, display_prop="cat"}, {name="Enc.", width=8, display_prop="encumberance"}, }, list=self.equip_list, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end} self.c_desc = Textzone.new{width=self.iw, height=self.max_h*self.font_h, no_color_bleed=true, text=""} 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 - self.c_desc.h - 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(31) 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_count=true}} self:simplePopup("Hotkey "..id.." assigned", item.object:getName{no_count=true}:capitalize().." assigned to hotkey "..id) self.actor.changed = true end function _M:select(item) if item and self.uis[3] then self.uis[3].ui = item.zone end end function _M:use(item) if item then if self.action(item.object, item.inven, item.item) 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 = 0 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 then local zone = Textzone.new{width=self.iw, height=self.ih, text=self.actor.inven_def[inven_id].description} list[#list+1] = { zone=zone, id=#list+1, char="", name="#{bold}#"..self.actor.inven_def[inven_id].name.."#{normal}#", color={0x90, 0x90, 0x90}, inven=inven_id, cat="", encumberance="" } 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 = string.char(string.byte('a') + i) local zone = Textzone.new{width=self.iw, height=self.ih, text=o:getDesc()} list[#list+1] = { zone=zone, id=#list+1, char=char, name=o:getName{do_color=true}, object=o, inven=inven_id, item=item, cat=o.subtype, encumberance=o.encumber } self.max_h = math.max(self.max_h, #o:getDesc():splitLines(self.iw - 10, self.font)) 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 = 0 for item, o in ipairs(self.actor:getInven("INVEN")) do if not self.filter or self.filter(o) then local char = string.char(string.byte('a') + i) local zone = Textzone.new{width=self.iw, height=self.ih, text=o:getDesc()} list[#list+1] = { zone=zone, id=#list+1, char=char, name=o:getName{do_color=true}, object=o, inven=self.actor.INVEN_INVEN, item=item, cat=o.subtype, encumberance=o.encumber } self.max_h = math.max(self.max_h, #o:getDesc():splitLines(self.iw - 10, self.font)) chars[char] = #list i = i + 1 end end list.chars = chars if self.c_inven then self.c_inven.list = self.inven_list self.c_equip.list = self.equip_list self.c_inven:generate() self.c_equip:generate() end end function _M:on_recover_focus() self:generateList() end