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135 lines
3.3 KiB
C++
135 lines
3.3 KiB
C++
#ifndef MGUI_Inventory_H
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#define MGUI_Inventory_H
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#include "windowpinnablebase.hpp"
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#include "mode.hpp"
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#include "../mwworld/ptr.hpp"
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namespace osgViewer
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{
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class Viewer;
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}
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namespace Resource
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{
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class ResourceSystem;
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}
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namespace MWRender
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{
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class InventoryPreview;
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}
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namespace MWGui
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{
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namespace Widgets
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{
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class MWDynamicStat;
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}
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class ItemView;
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class SortFilterItemModel;
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class TradeItemModel;
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class DragAndDrop;
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class ItemModel;
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class InventoryWindow : public WindowPinnableBase
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{
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public:
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InventoryWindow(DragAndDrop* dragAndDrop, osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem);
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virtual void open();
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/// start trading, disables item drag&drop
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void setTrading(bool trading);
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void onFrame();
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void pickUpObject (MWWorld::Ptr object);
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MWWorld::Ptr getAvatarSelectedItem(int x, int y);
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void rebuildAvatar();
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SortFilterItemModel* getSortFilterModel();
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TradeItemModel* getTradeModel();
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ItemModel* getModel();
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void updateItemView();
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void updatePlayer();
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void useItem(const MWWorld::Ptr& ptr);
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void setGuiMode(GuiMode mode);
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/// Cycle to previous/next weapon
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void cycle(bool next);
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private:
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DragAndDrop* mDragAndDrop;
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int mSelectedItem;
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MWWorld::Ptr mPtr;
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MWGui::ItemView* mItemView;
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SortFilterItemModel* mSortModel;
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TradeItemModel* mTradeModel;
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MyGUI::Widget* mAvatar;
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MyGUI::ImageBox* mAvatarImage;
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MyGUI::TextBox* mArmorRating;
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Widgets::MWDynamicStat* mEncumbranceBar;
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MyGUI::Widget* mLeftPane;
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MyGUI::Widget* mRightPane;
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MyGUI::Button* mFilterAll;
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MyGUI::Button* mFilterWeapon;
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MyGUI::Button* mFilterApparel;
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MyGUI::Button* mFilterMagic;
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MyGUI::Button* mFilterMisc;
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MWWorld::Ptr mSkippedToEquip;
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GuiMode mGuiMode;
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int mLastXSize;
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int mLastYSize;
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std::auto_ptr<MyGUI::ITexture> mPreviewTexture;
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std::auto_ptr<MWRender::InventoryPreview> mPreview;
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bool mTrading;
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void onItemSelected(int index);
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void onItemSelectedFromSourceModel(int index);
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void onBackgroundSelected();
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void sellItem(MyGUI::Widget* sender, int count);
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void dragItem(MyGUI::Widget* sender, int count);
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void onWindowResize(MyGUI::Window* _sender);
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void onFilterChanged(MyGUI::Widget* _sender);
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void onAvatarClicked(MyGUI::Widget* _sender);
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void onPinToggled();
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void onTitleDoubleClicked();
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void updateEncumbranceBar();
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void notifyContentChanged();
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void dirtyPreview();
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void updatePreviewSize();
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void updateArmorRating();
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void adjustPanes();
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/// Unequips count items from mSelectedItem, if it is equipped, and then updates mSelectedItem in case the items were re-stacked
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void ensureSelectedItemUnequipped(int count);
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};
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}
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#endif // Inventory_H
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