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54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
#ifndef MGUI_Inventory_H
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#define MGUI_Inventory_H
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#include "container.hpp"
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#include "window_pinnable_base.hpp"
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namespace MWGui
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{
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class InventoryWindow : public ContainerBase, public WindowPinnableBase
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{
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public:
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InventoryWindow(WindowManager& parWindowManager,DragAndDrop* dragAndDrop);
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void openInventory();
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/// start trading, disables item drag&drop
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void startTrade();
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void onFrame();
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int getPlayerGold();
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protected:
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MyGUI::Widget* mAvatar;
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MyGUI::TextBox* mArmorRating;
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MyGUI::ProgressBar* mEncumbranceBar;
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MyGUI::TextBox* mEncumbranceText;
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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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bool mTrading;
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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 updateEncumbranceBar();
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virtual bool isTrading() { return mTrading; }
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virtual bool isInventory() { return true; }
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virtual std::vector<MWWorld::Ptr> getEquippedItems();
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virtual void _unequipItem(MWWorld::Ptr item);
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};
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}
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#endif // Inventory_H
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