Files
scummvm-cursorfix/engines/ultima/ultima8/gumps/cru_inventory_gump.cpp
2026-02-02 04:50:13 +01:00

140 lines
4.3 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/>.
*
*/
#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 &currenttext = _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