/* 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 "ultima/ultima8/gumps/cru_inventory_gump.h" #include "ultima/ultima8/games/game_data.h" #include "ultima/ultima8/gfx/gump_shape_archive.h" #include "ultima/ultima8/gfx/shape.h" #include "ultima/ultima8/world/actors/main_actor.h" #include "ultima/ultima8/world/get_object.h" #include "ultima/ultima8/gumps/widgets/text_widget.h" namespace Ultima { namespace Ultima8 { static const int INVENTORY_TEXT_FONT = 12; DEFINE_RUNTIME_CLASSTYPE_CODE(CruInventoryGump) CruInventoryGump::CruInventoryGump() : CruStatGump(), _inventoryItemGump(nullptr), _inventoryText(nullptr) { } CruInventoryGump::CruInventoryGump(Shape *shape, int x) : CruStatGump(shape, x), _inventoryItemGump(nullptr), _inventoryText(nullptr) { _frameNum = 0; } CruInventoryGump::~CruInventoryGump() { } void CruInventoryGump::InitGump(Gump *newparent, bool take_focus) { CruStatGump::InitGump(newparent, take_focus); GumpShapeArchive *gumpshapes = GameData::get_instance()->getGumps(); if (!gumpshapes) { warning("failed to init stat gump: no gump shape archive"); return; } _inventoryItemGump = new Gump(); _inventoryItemGump->InitGump(this, false); // we'll set the shape for this gump later. resetText(); } void CruInventoryGump::resetText() { if (_inventoryText) { RemoveChild(_inventoryText); _inventoryText->Close(); } _inventoryText = new TextWidget(); _inventoryText->InitGump(this, false); } void CruInventoryGump::PaintThis(RenderSurface *surf, int32 lerp_factor, bool scaled) { const MainActor *a = getMainActor(); if (!a) { // avatar gone?? return; } uint16 activeitem = a->getActiveInvItem(); if (!activeitem || a != getControlledActor()) { resetText(); _inventoryItemGump->SetShape(0, 0); } else { Item *item = getItem(activeitem); if (!item) { resetText(); _inventoryItemGump->SetShape(0, 0); } else { GumpShapeArchive *gumpshapes = GameData::get_instance()->getGumps(); if (!gumpshapes) { warning("failed to paint stat gump: no gump shape archive"); return; } const ShapeInfo *shapeinfo = item->getShapeInfo(); if (!shapeinfo->_weaponInfo) { warning("no weapon info for active inventory item %d", item->getShape()); return; } Shape *invshape = gumpshapes->getShape(shapeinfo->_weaponInfo->_displayGumpShape); _inventoryItemGump->SetShape(invshape, shapeinfo->_weaponInfo->_displayGumpFrame); _inventoryItemGump->UpdateDimsFromShape(); _inventoryItemGump->setRelativePosition(CENTER); uint16 q = item->getQuality(); if (q > 1) { // This isn't the most efficient way to work out if we need to make new // text, but it works.. const Std::string qtext = Std::string::format("%d", q); const Std::string ¤ttext = _inventoryText->getText(); if (!qtext.equals(currenttext)) { RemoveChild(_inventoryText); _inventoryText->Close(); _inventoryText = new TextWidget(_dims.width() / 2 + 22, _dims.height() / 2 + 3, qtext, true, INVENTORY_TEXT_FONT); _inventoryText->InitGump(this, false); } } else { if (!_inventoryText->getText().empty()) { resetText(); } } } // Now that the shape is configured, we can paint. CruStatGump::PaintThis(surf, lerp_factor, scaled); } } void CruInventoryGump::saveData(Common::WriteStream *ws) { CruStatGump::saveData(ws); } bool CruInventoryGump::loadData(Common::ReadStream *rs, uint32 version) { return CruStatGump::loadData(rs, version); } } // End of namespace Ultima8 } // End of namespace Ultima