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49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
#ifndef MWGUI_CONTAINER_ITEM_MODEL_H
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#define MWGUI_CONTAINER_ITEM_MODEL_H
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#include <utility>
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#include <vector>
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#include "itemmodel.hpp"
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#include "../mwworld/containerstore.hpp"
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namespace MWGui
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{
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/// @brief The container item model supports multiple item sources, which are needed for
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/// making NPCs sell items from containers owned by them
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class ContainerItemModel : public ItemModel
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{
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public:
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ContainerItemModel (const std::vector<MWWorld::Ptr>& itemSources, const std::vector<MWWorld::Ptr>& worldItems);
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///< @note The order of elements \a itemSources matters here. The first element has the highest priority for removal,
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/// while the last element will be used to add new items to.
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ContainerItemModel (const MWWorld::Ptr& source);
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bool allowedToUseItems() const override;
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bool onDropItem(const MWWorld::Ptr &item, int count) override;
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bool onTakeItem(const MWWorld::Ptr &item, int count) override;
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ItemStack getItem (ModelIndex index) override;
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ModelIndex getIndex (ItemStack item) override;
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size_t getItemCount() override;
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MWWorld::Ptr copyItem (const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
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void removeItem (const ItemStack& item, size_t count) override;
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void update() override;
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private:
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std::vector<std::pair<MWWorld::Ptr, MWWorld::ResolutionHandle>> mItemSources;
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std::vector<MWWorld::Ptr> mWorldItems;
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const bool mTrading;
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std::vector<ItemStack> mItems;
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};
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}
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#endif
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