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169
engines/crab/item/ItemMenu.cpp
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169
engines/crab/item/ItemMenu.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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/item/ItemMenu.h"
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namespace Crab {
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using namespace pyrodactyl::ui;
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using namespace pyrodactyl::item;
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using namespace pyrodactyl::people;
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//------------------------------------------------------------------------
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// Purpose: Load the layout and items
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//------------------------------------------------------------------------
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void ItemMenu::init(const ItemSlot &ref, const Vector2i &inc, const uint &rows, const uint &cols,
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const bool &keyboard) {
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uint size = rows * cols;
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for (uint i = 0; i < size; ++i) {
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ItemSlot b;
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b.init(ref, inc.x * (i % cols), inc.y * (i / cols));
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_element.push_back(b);
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}
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_useKeyboard = keyboard;
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assignPaths();
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}
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//------------------------------------------------------------------------
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// Purpose: Load items from file
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//------------------------------------------------------------------------
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void ItemMenu::loadState(rapidxml::xml_node<char> *node) {
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uint count = 0;
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for (auto n = node->first_node(); n != nullptr && count < _element.size(); n = n->next_sibling(), ++count)
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_element[count].loadState(n);
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}
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//------------------------------------------------------------------------
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// Purpose: Save to file
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//------------------------------------------------------------------------
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void ItemMenu::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
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for (auto &i : _element)
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i.saveState(doc, root);
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}
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//------------------------------------------------------------------------
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// Purpose: Handles drag n' drop - return type is Boolean because we only need to communicate stat changes
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//------------------------------------------------------------------------
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void ItemMenu::handleEvents(const Common::Event &event, const int &xOffset, const int &yOffset) {
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int result = Menu<ItemSlot>::handleEvents(event);
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if (result != -1) {
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_selectIndex = result;
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for (uint i = 0; i < _element.size(); ++i)
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_element[i].state(i == (uint)_selectIndex);
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Draw the slot backgrounds first, then the items
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//------------------------------------------------------------------------
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void ItemMenu::draw(ItemDesc &itemInfo) {
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if (_selectIndex != -1)
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itemInfo.draw(_element[_selectIndex]._item);
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for (auto &i : _element)
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i.draw();
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}
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//------------------------------------------------------------------------
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// Purpose: Equip an item at the first available location (used in events)
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//------------------------------------------------------------------------
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bool ItemMenu::equip(Item &item) {
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for (auto &i : _element)
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if (i._category == SLOT_STORAGE && i.equip(item))
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return true;
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Remove all instances of an item
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//------------------------------------------------------------------------
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bool ItemMenu::del(const Common::String &id) {
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bool result = false;
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for (auto &i : _element)
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if (i._item._id == id) {
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i._empty = true;
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i._item.clear();
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i._unread = false;
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result = true;
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break;
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}
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return result;
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}
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//------------------------------------------------------------------------
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// Purpose: Find out if we have an item with a name
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//------------------------------------------------------------------------
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bool ItemMenu::has(const Common::String &container, const Common::String &id) {
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for (const auto &i : _element)
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if (i._item._id == id) {
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if (container == "equip") {
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if (i._category == SLOT_EQUIP)
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return true;
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} else if (container == "storage") {
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if (i._category == SLOT_STORAGE)
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return true;
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} else
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return true;
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Swap an item with another item menu
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//------------------------------------------------------------------------
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bool ItemMenu::swap(ItemMenu &target, int index) {
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// We need to scan the slots first for an empty slot to store the item.
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// If no empty slot is found, then swap with a filled slot of same type
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// If no slot of type is found, don't swap items at all
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int foundIndex = -1, curIndex = 0;
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for (auto i = _element.begin(); i != _element.end(); ++i, ++curIndex)
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if (i->_itemType == target._element[index]._itemType) {
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if (i->_empty) {
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i->swap(target._element[index]);
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return true;
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} else
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foundIndex = curIndex;
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}
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if (foundIndex != -1) {
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_element[foundIndex].swap(target._element[index]);
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return true;
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}
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return false;
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}
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} // End of namespace Crab
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