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engines/ags/engine/ac/gui_inv.cpp
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94
engines/ags/engine/ac/gui_inv.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/shared/gui/gui_inv.h"
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#include "ags/shared/gui/gui_main.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/character_extras.h"
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#include "ags/shared/ac/sprite_cache.h"
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#include "ags/shared/gfx/bitmap.h"
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namespace AGS3 {
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namespace AGS {
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namespace Shared {
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bool GUIInvWindow::HasAlphaChannel() const {
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// We would have to test every inventory item's graphic to tell precisely,
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// so just test game color depth instead:
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return _GP(game).GetColorDepth() == 32;
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}
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int GUIInvWindow::GetCharacterId() const {
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if (CharId < 0)
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return _GP(game).playercharacter;
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return CharId;
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}
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void GUIInvWindow::Draw(Bitmap *ds, int x, int y) {
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const bool enabled = IsGUIEnabled(this);
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if (!enabled && (GUI::Options.DisabledStyle == kGuiDis_Blackout))
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return;
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// backwards compatibility
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// TODO: find a way to not have this inside GUIInvWindow::Draw!
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_GP(play).inv_numinline = ColCount;
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_GP(play).inv_numdisp = RowCount * ColCount;
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_GP(play).inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
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// if the user changes top_inv_item, switch into backwards compat mode
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if (_GP(play).inv_top != 0)
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_GP(play).inv_backwards_compatibility = 1;
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if (_GP(play).inv_backwards_compatibility)
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TopItem = _GP(play).inv_top;
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// draw the items
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const int leftmost_x = x;
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int at_x = x;
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int at_y = y;
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int lastItem = TopItem + (ColCount * RowCount);
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if (lastItem > _GP(charextra)[GetCharacterId()].invorder_count)
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lastItem = _GP(charextra)[GetCharacterId()].invorder_count;
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for (int item = TopItem; item < lastItem; ++item) {
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// draw inv graphic
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draw_gui_sprite(ds, _GP(game).invinfo[_GP(charextra)[GetCharacterId()].invorder[item]].pic, at_x, at_y, true);
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at_x += data_to_game_coord(ItemWidth);
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// go to next row when appropriate
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if ((item - TopItem) % ColCount == (ColCount - 1)) {
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at_x = leftmost_x;
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at_y += data_to_game_coord(ItemHeight);
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}
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}
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if (!enabled &&
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GUI::Options.DisabledStyle == kGuiDis_Greyout &&
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_GP(play).inventory_greys_out == 1) {
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// darken the inventory when disabled
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GUI::DrawDisabledEffect(ds, RectWH(x, y, _width, _height));
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}
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}
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} // namespace Shared
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} // namespace AGS
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} // namespace AGS3
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