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104 lines
3.3 KiB
C++
104 lines
3.3 KiB
C++
#ifndef MWGUI_ITEM_MODEL_H
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#define MWGUI_ITEM_MODEL_H
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#include "../mwworld/ptr.hpp"
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namespace MWGui
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{
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class ItemModel;
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/// @brief A single item stack managed by an item model
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struct ItemStack
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{
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ItemStack (const MWWorld::Ptr& base, ItemModel* creator, size_t count);
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ItemStack();
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bool stacks (const ItemStack& other);
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///< like operator==, only without checking mType
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enum Type
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{
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Type_Barter,
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Type_Equipped,
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Type_Normal
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};
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Type mType;
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enum Flags
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{
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Flag_Enchanted = (1<<0),
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Flag_Bound = (1<<1)
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};
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int mFlags;
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ItemModel* mCreator;
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size_t mCount;
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MWWorld::Ptr mBase;
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};
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bool operator == (const ItemStack& left, const ItemStack& right);
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/// @brief The base class that all item models should derive from.
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class ItemModel
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{
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public:
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ItemModel();
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virtual ~ItemModel() {}
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typedef int ModelIndex; // -1 means invalid index
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/// Throws for invalid index or out of range index
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virtual ItemStack getItem (ModelIndex index) = 0;
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/// The number of items in the model, this specifies the range of indices you can pass to
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/// the getItem function (but this range is only valid until the next call to update())
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virtual size_t getItemCount() = 0;
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/// Returns an invalid index if the item was not found
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virtual ModelIndex getIndex (ItemStack item) = 0;
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/// Rebuild the item model, this will invalidate existing model indices
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virtual void update() = 0;
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/// Move items from this model to \a otherModel.
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/// @note Derived implementations may return an empty Ptr if the move was unsuccessful.
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virtual MWWorld::Ptr moveItem (const ItemStack& item, size_t count, ItemModel* otherModel);
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/// @param setNewOwner If true, set the copied item's owner to the actor we are copying to,
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/// otherwise reset owner to ""
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virtual MWWorld::Ptr copyItem (const ItemStack& item, size_t count, bool setNewOwner=false) = 0;
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virtual void removeItem (const ItemStack& item, size_t count) = 0;
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/// Is the player allowed to insert items into this model? (default true)
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virtual bool allowedToInsertItems() const;
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private:
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ItemModel(const ItemModel&);
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ItemModel& operator=(const ItemModel&);
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};
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/// @brief A proxy item model can be used to filter or rearrange items from a source model (or even add new items to it).
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/// The neat thing is that this does not actually alter the source model.
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class ProxyItemModel : public ItemModel
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{
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public:
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ProxyItemModel();
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virtual ~ProxyItemModel();
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virtual MWWorld::Ptr copyItem (const ItemStack& item, size_t count, bool setNewOwner=false);
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virtual void removeItem (const ItemStack& item, size_t count);
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virtual ModelIndex getIndex (ItemStack item);
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/// @note Takes ownership of the passed pointer.
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void setSourceModel(ItemModel* sourceModel);
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ModelIndex mapToSource (ModelIndex index);
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ModelIndex mapFromSource (ModelIndex index);
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protected:
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ItemModel* mSourceModel;
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};
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}
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#endif
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