Files
scummvm-cursorfix/engines/crab/item/ItemMenu.cpp
2026-02-02 04:50:13 +01:00

170 lines
5.4 KiB
C++

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