/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 . * */ #ifndef NUVIE_VIEWS_INVENTORY_VIEW_H #define NUVIE_VIEWS_INVENTORY_VIEW_H #include "ultima/nuvie/views/view.h" namespace Ultima { namespace Nuvie { class Configuration; class TileManager; class ObjManager; class Screen; class Actor; class Font; class Party; class DollWidget; class InventoryWidget; class InventoryView : public View { DollWidget *doll_widget; InventoryWidget *inventory_widget; GUI_Button *combat_button; bool is_party_member; bool picking_pocket; Actor *outside_actor; bool lock_actor; enum invarea { INVAREA_LIST = 0, // cursor is over the inventory list (x,y) INVAREA_TOP, // the actor or container icon INVAREA_DOLL, // the readied-items list (0-7) INVAREA_COMMAND // the command icons (0-4) }; struct invcursor_pos_s { enum invarea area; uint8 x, y; // y is only used for inventory list uint32 px, py; } cursor_pos; Tile *cursor_tile; bool show_cursor; public: InventoryView(const Configuration *cfg); ~InventoryView() override; bool init(Screen *tmp_screen, void *view_manager, uint16 x, uint16 y, Font *f, Party *p, TileManager *tm, ObjManager *om); bool set_party_member(uint8 party_member) override; bool set_actor(Actor *actor, bool pickpocket = false); void set_show_cursor(bool state); void moveCursorToSlot(uint8 slot_num); void moveCursorToInventory(uint8 inv_x = 0, uint8 inv_y = 0); void moveCursorRelative(sint8 new_x, sint8 new_y); void moveCursorToButton(uint8 button_num = 0); void moveCursorToTop(); bool select_obj(Obj *obj); void select_objAtCursor(); Obj *get_objAtCursor(); InventoryWidget *get_inventory_widget() { return inventory_widget; }; void Display(bool full_redraw) override; void PlaceOnScreen(Screen *s, GUI_DragManager *dm, int x, int y) override; GUI_status KeyDown(const Common::KeyState &key) override; void simulate_CB_callback(); bool is_picking_pocket() const { return picking_pocket; } void lock_to_actor(bool value) { lock_actor = value; } protected: void display_name(); void add_command_icons(Screen *tmp_screen, void *view_manager); void display_inventory_weights(); void display_combat_mode(); void update_cursor(); void hide_buttons(); void show_buttons(); GUI_status MouseDown(int x, int y, Events::MouseButton button) override; GUI_status MouseWheel(sint32 x, sint32 y) override; GUI_status callback(uint16 msg, GUI_CallBack *caller, void *data) override; }; } // End of namespace Nuvie } // End of namespace Ultima #endif