-- 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 TextzoneList = require "engine.ui.TextzoneList" local Separator = require "engine.ui.Separator" 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 self.allow_sell, self.allow_buy = allow_sell, allow_buy self.action = action self.desc = desc 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={ {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"}, {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}, }, 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={ {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"}, {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}, }, list={}, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end} self:generateList() 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}}, } 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_store then list = self.c_store.list end if list and list.chars[c] then self:use(list[list.chars[c]]) end end, } self.key:addBinds{ EXIT = function() game:unregisterDialog(self) end, } end function _M:updateStore() self:generateList() end function _M:select(item) if item then if self.on_select then self.on_select(item) end 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 if util.getval(self.allow_buy, item.object, item.item) then self.action("buy", item.object, item.item) end else if util.getval(self.allow_sell, item.object, item.item) then self.action("sell", item.object, item.item) end end end end function _M:generateList() -- Makes up the list local list = {} 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) } list.chars[char] = #list i = i + 1 end end self.store_list = list -- Makes up the list local list = {} 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) } list.chars[char] = #list i = i + 1 end end self.actor_list = list self.c_inven:setList(self.actor_list) self.c_store:setList(self.store_list) end