140 lines
4.3 KiB
C++
140 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ultima/ultima8/gumps/cru_inventory_gump.h"
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#include "ultima/ultima8/games/game_data.h"
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#include "ultima/ultima8/gfx/gump_shape_archive.h"
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#include "ultima/ultima8/gfx/shape.h"
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#include "ultima/ultima8/world/actors/main_actor.h"
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#include "ultima/ultima8/world/get_object.h"
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#include "ultima/ultima8/gumps/widgets/text_widget.h"
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namespace Ultima {
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namespace Ultima8 {
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static const int INVENTORY_TEXT_FONT = 12;
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DEFINE_RUNTIME_CLASSTYPE_CODE(CruInventoryGump)
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CruInventoryGump::CruInventoryGump() : CruStatGump(), _inventoryItemGump(nullptr), _inventoryText(nullptr) {
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}
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CruInventoryGump::CruInventoryGump(Shape *shape, int x)
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: CruStatGump(shape, x), _inventoryItemGump(nullptr), _inventoryText(nullptr) {
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_frameNum = 0;
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}
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CruInventoryGump::~CruInventoryGump() {
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}
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void CruInventoryGump::InitGump(Gump *newparent, bool take_focus) {
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CruStatGump::InitGump(newparent, take_focus);
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GumpShapeArchive *gumpshapes = GameData::get_instance()->getGumps();
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if (!gumpshapes) {
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warning("failed to init stat gump: no gump shape archive");
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return;
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}
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_inventoryItemGump = new Gump();
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_inventoryItemGump->InitGump(this, false);
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// we'll set the shape for this gump later.
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resetText();
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}
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void CruInventoryGump::resetText() {
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if (_inventoryText) {
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RemoveChild(_inventoryText);
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_inventoryText->Close();
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}
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_inventoryText = new TextWidget();
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_inventoryText->InitGump(this, false);
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}
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void CruInventoryGump::PaintThis(RenderSurface *surf, int32 lerp_factor, bool scaled) {
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const MainActor *a = getMainActor();
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if (!a) {
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// avatar gone??
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return;
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}
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uint16 activeitem = a->getActiveInvItem();
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if (!activeitem || a != getControlledActor()) {
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resetText();
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_inventoryItemGump->SetShape(0, 0);
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} else {
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Item *item = getItem(activeitem);
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if (!item) {
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resetText();
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_inventoryItemGump->SetShape(0, 0);
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} else {
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GumpShapeArchive *gumpshapes = GameData::get_instance()->getGumps();
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if (!gumpshapes) {
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warning("failed to paint stat gump: no gump shape archive");
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return;
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}
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const ShapeInfo *shapeinfo = item->getShapeInfo();
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if (!shapeinfo->_weaponInfo) {
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warning("no weapon info for active inventory item %d", item->getShape());
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return;
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}
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Shape *invshape = gumpshapes->getShape(shapeinfo->_weaponInfo->_displayGumpShape);
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_inventoryItemGump->SetShape(invshape, shapeinfo->_weaponInfo->_displayGumpFrame);
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_inventoryItemGump->UpdateDimsFromShape();
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_inventoryItemGump->setRelativePosition(CENTER);
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uint16 q = item->getQuality();
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if (q > 1) {
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// This isn't the most efficient way to work out if we need to make new
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// text, but it works..
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const Std::string qtext = Std::string::format("%d", q);
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const Std::string ¤ttext = _inventoryText->getText();
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if (!qtext.equals(currenttext)) {
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RemoveChild(_inventoryText);
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_inventoryText->Close();
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_inventoryText = new TextWidget(_dims.width() / 2 + 22, _dims.height() / 2 + 3, qtext, true, INVENTORY_TEXT_FONT);
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_inventoryText->InitGump(this, false);
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}
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} else {
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if (!_inventoryText->getText().empty()) {
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resetText();
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}
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}
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}
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// Now that the shape is configured, we can paint.
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CruStatGump::PaintThis(surf, lerp_factor, scaled);
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}
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}
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void CruInventoryGump::saveData(Common::WriteStream *ws) {
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CruStatGump::saveData(ws);
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}
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bool CruInventoryGump::loadData(Common::ReadStream *rs, uint32 version) {
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return CruStatGump::loadData(rs, version);
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}
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} // End of namespace Ultima8
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} // End of namespace Ultima
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