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Commit d4dc5159 authored by dg's avatar dg
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store converted

git-svn-id: http://svn.net-core.org/repos/t-engine4@4614 51575b47-30f0-44d4-a5cc-537603b46e54
parent ce23aefd
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......@@ -133,7 +133,7 @@ function _M:interact(who, name)
return self:descObject(who, what, o)
end, function(what, o)
return self:descObjectPrice(who, what, o)
end, self.allow_sell, self.allow_buy, function(item) end)
end, self.allow_sell, self.allow_buy, function(item) end, self, who)
game:registerDialog(d)
end
......
......@@ -33,6 +33,7 @@ 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.columns = t.columns
self.filter = t.filter
self.fct = t.fct
self.on_select = t.select
......@@ -40,7 +41,7 @@ function _M:init(t)
self.on_drag = t.on_drag
self.on_drag_end = t.on_drag_end
if not self.tabslist and self.default_tabslist then
if self.tabslist == nil 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
......@@ -66,7 +67,7 @@ function _M:generate()
self.uis[#self.uis+1] = {x=0, y=0, ui=self.c_tabs}
end
self.c_inven = ListColumns.new{width=self.w, height=self.h - (self.c_tabs and self.c_tabs.h or 0), sortable=true, scrollbar=true, columns={
self.c_inven = ListColumns.new{width=self.w, height=self.h - (self.c_tabs and self.c_tabs.h or 0), sortable=true, scrollbar=true, columns=self.columns or {
{name="", width={20,"fixed"}, display_prop="char", sort="id"},
{name="", width={24,"fixed"}, display_prop="object", sort="sortname", 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="sortname"},
......@@ -102,11 +103,13 @@ function _M:generate()
_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") 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,
}
if self.tabslist then
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") 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
end
self.c_inven:onSelect()
......
......@@ -18,12 +18,73 @@
-- darkgod@te4.org
require "engine.class"
local Base = require "engine.dialogs.ShowStore"
local Dialog = require "engine.ui.Dialog"
local Inventory = require "engine.ui.Inventory"
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, store_inven, actor_inven, store_filter, actor_filter, action, desc, descprice, allow_sell, allow_buy, on_select, store_actor, actor_actor)
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 = Inventory.new{actor=actor_actor, inven=actor_inven, filter=actor_filter, width=math.floor(self.iw / 2 - 10), height=self.ih - 10,
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=function(item) return self.descprice("sell", item.object) end, sort=function(a, b) return descprice("sell", a.object) < descprice("sell", b.object) end},
},
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, "store-sell") end,
on_drag_end=function() self:onDragTakeoff("store-buy") end,
}
self.c_store = Inventory.new{actor=store_actor, inven=store_inven, filter=store_filter, width=math.floor(self.iw / 2 - 10), height=self.ih - 10, tabslist=false,
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=function(item) return self.descprice("buy", item.object) end, sort=function(a, b) return descprice("buy", a.object) < descprice("buy", b.object) end},
},
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, "store-buy") end,
on_drag_end=function() self:onDragTakeoff("store-sell") end,
}
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.c_inven.list
elseif self.focus_ui and self.focus_ui.ui == self.c_store then list = self.c_store.c_inven.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,
}
-- Add tooltips
self.on_select = function(item)
......@@ -36,3 +97,74 @@ function _M:init(...)
if sym == self.key._LCTRL or sym == self.key._RCTRL then local i = self.cur_item self.cur_item = nil self:select(i) end
end
end
function _M:on_register()
game:onTickEnd(function() self.key:unicodeInput(true) end)
end
function _M:updateStore()
self:generateList()
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.c_inven.list[self.c_inven.c_inven.sel])
elseif self.focus_ui and self.focus_ui.ui == self.c_store then self:select(self.c_store.c_inven.list[self.c_store.c_inven.sel])
end
end
function _M:use(item, force)
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()
self.c_inven:generateList()
self.c_store:generateList()
end
function _M:onDrag(item, what)
if item and item.object then
local s = item.object:getEntityFinalSurface(nil, 64, 64)
local x, y = core.mouse.get()
game.mouse:startDrag(x, y, s, {kind=what, item_idx=item.item, inven=item.inven, object=item.object, id=item.object:getName{no_add_name=true, force_id=true, no_count=true}}, function(drag, used)
if not used then
local x, y = core.mouse.get()
game.mouse:receiveMouse("drag-end", x, y, true, nil, {drag=drag})
end
end)
end
end
function _M:onDragTakeoff(what)
local drag = game.mouse.dragged.payload
if drag.kind == what then
if what == "store-buy" then
if util.getval(self.allow_buy, drag.object, drag.item_idx) then
self.action("buy", drag.object, drag.item_idx)
end
else
if util.getval(self.allow_sell, drag.object, drag.item_idx) then
self.action("sell", drag.object, drag.item_idx)
end
end
game.mouse:usedDrag()
end
end
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