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ShowEquipInven.lua 7.68 KiB
-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010, 2011, 2012 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 Base = require "engine.ui.Base"
local Dialog = require "engine.ui.Dialog"
local Inventory = require "engine.ui.Inventory"
local Separator = require "engine.ui.Separator"
local EquipDoll = require "engine.ui.EquipDoll"
local Tab = require "engine.ui.Tab"

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.c_main_set = Tab.new{title="Main Set", default=not actor.off_weapon_slots, fct=function() end, on_change=function(s) if s then self:switchSets("main") end end}
	self.c_off_set = Tab.new{title="Off Set", default=actor.off_weapon_slots, fct=function() end, on_change=function(s) if s then self:switchSets("off") end end}

	-- Add tooltips
	self.on_select = function(item)
		if item.last_display_x and item.object then
			local x = nil
			if self.focus_ui and self.focus_ui.ui == self.c_inven then
				x = self.c_inven._last_ox - game.tooltip.max
			end
			game:tooltipDisplayAtMap(x or item.last_display_x, item.last_display_y, item.object:getDesc({do_color=true}, self.actor:getInven(item.object:wornInven())))
		elseif item.last_display_x and item.data and item.data.desc then
			game:tooltipDisplayAtMap(item.last_display_x, item.last_display_y, item.data.desc, {up=true})
		end
	end

	self.c_doll = EquipDoll.new{actor=actor, drag_enable=true, filter=filter,
		fct = function(item, button, event) self:use(item, button, event) end,
		on_select = function(ui, inven, item, o) if ui.ui.last_display_x then self:select{last_display_x=ui.ui.last_display_x+ui.ui.w, last_display_y=ui.ui.last_display_y, object=o} end end,
		actorWear = function(ui, ...)
			if ui:getItem() then self.actor:doTakeoff(ui.inven, ui.item, ui:getItem(), true) end
			self.actor:doWear(...)
			self.c_inven:generateList()
		end
	}

	self.c_inven = Inventory.new{actor=actor, inven=actor:getInven("INVEN"), width=self.iw - 20 - self.c_doll.w, height=self.ih - 10, filter=filter,
		fct=function(item, sel, button, event) self:use(item, button, event) end,
		select=function(item, sel) self:select(item) end,
		select_tab=function(item) self:select(item) end,
		on_drag=function(item) self:onDrag(item) end,
		on_drag_end=function() self:onDragTakeoff() end,
	}

	local uis = {
		{left=0, top=0, ui=self.c_main_set},
		{left=self.c_main_set, top=0, ui=self.c_off_set},
		{left=0, top=self.c_main_set, ui=self.c_doll},
		{right=0, top=0, ui=self.c_inven},
		{left=self.c_doll.w, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
	}

	self:loadUI(uis)
	self:setFocus(self.c_inven)
	self:setupUI()

	engine.interface.PlayerHotkeys:bindAllHotkeys(self.key, function(i) self:defineHotkey(i) end)
	self.key:addBinds{
		ACCEPT = function()
			if self.focus_ui and self.focus_ui.ui == self.c_inven then self:use(self.c_inven.c_inven.list[self.c_inven.c_inven.sel])
			end
		end,
		EXIT = function() game:unregisterDialog(self) end,
	}

	self.key.any_key = function(sym)
		-- Control resets the tooltip
		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:switchSets(which)
	if which == "main" and not self.actor.off_weapon_slots then return end
	if which == "off" and self.actor.off_weapon_slots then return end

	self.actor:quickSwitchWeapons()

	self.c_main_set.selected = not self.actor.off_weapon_slots
	self.c_off_set.selected = self.actor.off_weapon_slots
end

function _M:firstDisplay()
	self.cur_item = nil
	self.c_inven.c_inven:onSelect(true)
end

function _M:on_register()
	game:onTickEnd(function() self.key:unicodeInput(true) 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.c_inven.list[self.c_inven.c_inven.sel]
	elseif self.focus_ui and self.focus_ui.ui == self.c_doll then item = {object=self.c_doll:getItem()}
	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.c_inven.list[self.c_inven.c_inven.sel])
	elseif self.focus_ui and self.focus_ui.ui == self.c_tabs then
	else
		game.tooltip_x = nil
	end
end
function _M:no_focus()
	game.tooltip_x = nil
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:on_recover_focus()
	self.c_inven:generateList()
end

function _M:unload()
	for inven_id = 1, #self.actor.inven_def do if self.actor.inven[inven_id] then for item, o in ipairs(self.actor.inven[inven_id]) do o.__new_pickup = nil end end end
end

function _M:updateTitle(title)
	Dialog.updateTitle(self, title)

	local green = colors.LIGHT_GREEN
	local red = colors.LIGHT_RED

	local enc, max = self.actor:getEncumbrance(), self.actor:getMaxEncumbrance()
	local v = math.min(enc, max) / max
	self.title_fill = self.iw * v
	self.title_fill_color = {
		r = util.lerp(green.r, red.r, v),
		g = util.lerp(green.g, red.g, v),
		b = util.lerp(green.b, red.b, v),
	}
end

function _M:onDrag(item)
	if item and item.object and not item.object.__transmo then
		local s = item.object:getEntityFinalSurface(nil, 64, 64)
		local x, y = core.mouse.get()
		game.mouse:startDrag(x, y, s, {kind="inventory", 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()
	local drag = game.mouse.dragged.payload
	if drag.kind == "inventory" and drag.inven and self.actor:getInven(drag.inven) and self.actor:getInven(drag.inven).worn then
		self.actor:doTakeoff(drag.inven, drag.item_idx, drag.object)
		self.c_inven:generateList()
		game.mouse:usedDrag()
	end
end

function _M:drawFrame(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
	core.display.drawQuad(x + self.frame.title_x, y + self.frame.title_y, self.title_fill, self.frame.title_h, self.title_fill_color.r, self.title_fill_color.g, self.title_fill_color.b, 60)
end

function _M:generateList()
	self.c_inven:generateList()
end