/* 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 . * */ #include "ags/shared/ac/game_version.h" #include "ags/shared/gui/gui_inv.h" #include "ags/shared/gui/gui_main.h" #include "ags/shared/util/stream.h" namespace AGS3 { namespace AGS { namespace Shared { GUIInvWindow::GUIInvWindow() { IsMouseOver = false; CharId = -1; ItemWidth = 40; ItemHeight = 22; ColCount = 0; RowCount = 0; TopItem = 0; CalculateNumCells(); _scEventCount = 0; } void GUIInvWindow::OnMouseEnter() { IsMouseOver = true; } void GUIInvWindow::OnMouseLeave() { IsMouseOver = false; } void GUIInvWindow::OnMouseUp() { if (IsMouseOver) IsActivated = true; } void GUIInvWindow::OnResized() { CalculateNumCells(); MarkChanged(); } void GUIInvWindow::WriteToFile(Stream *out) const { GUIObject::WriteToFile(out); out->WriteInt32(CharId); out->WriteInt32(ItemWidth); out->WriteInt32(ItemHeight); } void GUIInvWindow::ReadFromFile(Stream *in, GuiVersion gui_version) { GUIObject::ReadFromFile(in, gui_version); if (gui_version >= kGuiVersion_unkn_109) { CharId = in->ReadInt32(); ItemWidth = in->ReadInt32(); ItemHeight = in->ReadInt32(); if (gui_version < kGuiVersion_350) { // NOTE: reading into actual variables only for old savegame support TopItem = in->ReadInt32(); } } else { CharId = -1; ItemWidth = 40; ItemHeight = 22; TopItem = 0; } if (_G(loaded_game_file_version) >= kGameVersion_270) { // ensure that some items are visible if (ItemWidth > _width) ItemWidth = _width; if (ItemHeight > _height) ItemHeight = _height; } CalculateNumCells(); } void GUIInvWindow::ReadFromSavegame(Stream *in, GuiSvgVersion svg_ver) { GUIObject::ReadFromSavegame(in, svg_ver); ItemWidth = in->ReadInt32(); ItemHeight = in->ReadInt32(); CharId = in->ReadInt32(); TopItem = in->ReadInt32(); CalculateNumCells(); } void GUIInvWindow::WriteToSavegame(Stream *out) const { GUIObject::WriteToSavegame(out); out->WriteInt32(ItemWidth); out->WriteInt32(ItemHeight); out->WriteInt32(CharId); out->WriteInt32(TopItem); } void GUIInvWindow::CalculateNumCells() { if (ItemWidth <= 0 || ItemHeight <= 0) { ColCount = 0; RowCount = 0; } else if (_G(loaded_game_file_version) >= kGameVersion_270) { ColCount = _width / data_to_game_coord(ItemWidth); RowCount = _height / data_to_game_coord(ItemHeight); } else { ColCount = floor((float)_width / (float)data_to_game_coord(ItemWidth) + 0.5f); RowCount = floor((float)_height / (float)data_to_game_coord(ItemHeight) + 0.5f); } } } // namespace Shared } // namespace AGS } // namespace AGS3