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openmw-tes3mp/apps/openmw/mwgui/inventorywindow.cpp
scrawl e8662bea31 Change the way that image origin is converted to OpenGL's lower-left convention
Flip the texture coordinates instead of flipping textures.

This simplifies the TextureManager (no need to worry if the caller wants flipping or not), should make it easier to generalize & multithread it.
2016-02-05 21:03:11 +01:00

705 lines
25 KiB
C++

#include "inventorywindow.hpp"
#include <stdexcept>
#include <MyGUI_Window.h>
#include <MyGUI_ImageBox.h>
#include <MyGUI_RenderManager.h>
#include <MyGUI_InputManager.h>
#include <MyGUI_Button.h>
#include <osg/Texture2D>
#include <components/misc/stringops.hpp>
#include <components/myguiplatform/myguitexture.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/scriptmanager.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwscript/interpretercontext.hpp"
#include "../mwrender/characterpreview.hpp"
#include "../mwmechanics/actorutil.hpp"
#include "itemview.hpp"
#include "inventoryitemmodel.hpp"
#include "sortfilteritemmodel.hpp"
#include "tradeitemmodel.hpp"
#include "countdialog.hpp"
#include "tradewindow.hpp"
#include "draganddrop.hpp"
#include "widgets.hpp"
namespace
{
bool isRightHandWeapon(const MWWorld::Ptr& item)
{
if (item.getClass().getTypeName() != typeid(ESM::Weapon).name())
return false;
std::vector<int> equipmentSlots = item.getClass().getEquipmentSlots(item).first;
return (!equipmentSlots.empty() && equipmentSlots.front() == MWWorld::InventoryStore::Slot_CarriedRight);
}
}
namespace MWGui
{
InventoryWindow::InventoryWindow(DragAndDrop* dragAndDrop, osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem)
: WindowPinnableBase("openmw_inventory_window.layout")
, mDragAndDrop(dragAndDrop)
, mSelectedItem(-1)
, mSortModel(NULL)
, mTradeModel(NULL)
, mGuiMode(GM_Inventory)
, mLastXSize(0)
, mLastYSize(0)
, mPreview(new MWRender::InventoryPreview(viewer, resourceSystem, MWMechanics::getPlayer()))
, mTrading(false)
{
mPreviewTexture.reset(new osgMyGUI::OSGTexture(mPreview->getTexture()));
mPreview->rebuild();
mMainWidget->castType<MyGUI::Window>()->eventWindowChangeCoord += MyGUI::newDelegate(this, &InventoryWindow::onWindowResize);
getWidget(mAvatar, "Avatar");
getWidget(mAvatarImage, "AvatarImage");
getWidget(mEncumbranceBar, "EncumbranceBar");
getWidget(mFilterAll, "AllButton");
getWidget(mFilterWeapon, "WeaponButton");
getWidget(mFilterApparel, "ApparelButton");
getWidget(mFilterMagic, "MagicButton");
getWidget(mFilterMisc, "MiscButton");
getWidget(mLeftPane, "LeftPane");
getWidget(mRightPane, "RightPane");
getWidget(mArmorRating, "ArmorRating");
mAvatarImage->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onAvatarClicked);
mAvatarImage->setRenderItemTexture(mPreviewTexture.get());
mAvatarImage->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f, 1.f, 1.f));
getWidget(mItemView, "ItemView");
mItemView->eventItemClicked += MyGUI::newDelegate(this, &InventoryWindow::onItemSelected);
mItemView->eventBackgroundClicked += MyGUI::newDelegate(this, &InventoryWindow::onBackgroundSelected);
mFilterAll->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
mFilterWeapon->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
mFilterApparel->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
mFilterMagic->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
mFilterMisc->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
mFilterAll->setStateSelected(true);
setGuiMode(mGuiMode);
adjustPanes();
}
void InventoryWindow::adjustPanes()
{
const float aspect = 0.5; // fixed aspect ratio for the avatar image
int leftPaneWidth = static_cast<int>((mMainWidget->getSize().height - 44 - mArmorRating->getHeight()) * aspect);
mLeftPane->setSize( leftPaneWidth, mMainWidget->getSize().height-44 );
mRightPane->setCoord( mLeftPane->getPosition().left + leftPaneWidth + 4,
mRightPane->getPosition().top,
mMainWidget->getSize().width - 12 - leftPaneWidth - 15,
mMainWidget->getSize().height-44 );
}
void InventoryWindow::updatePlayer()
{
mPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
mTradeModel = new TradeItemModel(new InventoryItemModel(mPtr), MWWorld::Ptr());
if (mSortModel) // reuse existing SortModel when possible to keep previous category/filter settings
mSortModel->setSourceModel(mTradeModel);
else
mSortModel = new SortFilterItemModel(mTradeModel);
mItemView->setModel(mSortModel);
mPreview->updatePtr(mPtr);
mPreview->rebuild();
mPreview->update();
dirtyPreview();
updatePreviewSize();
}
void InventoryWindow::setGuiMode(GuiMode mode)
{
std::string setting = "inventory";
mGuiMode = mode;
switch(mode) {
case GM_Container:
setPinButtonVisible(false);
setting += " container";
break;
case GM_Companion:
setPinButtonVisible(false);
setting += " companion";
break;
case GM_Barter:
setPinButtonVisible(false);
setting += " barter";
break;
case GM_Inventory:
default:
setPinButtonVisible(true);
break;
}
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
MyGUI::IntPoint pos(static_cast<int>(Settings::Manager::getFloat(setting + " x", "Windows") * viewSize.width),
static_cast<int>(Settings::Manager::getFloat(setting + " y", "Windows") * viewSize.height));
MyGUI::IntSize size(static_cast<int>(Settings::Manager::getFloat(setting + " w", "Windows") * viewSize.width),
static_cast<int>(Settings::Manager::getFloat(setting + " h", "Windows") * viewSize.height));
bool needUpdate = (size.width != mMainWidget->getWidth() || size.height != mMainWidget->getHeight());
mMainWidget->setPosition(pos);
mMainWidget->setSize(size);
adjustPanes();
if (needUpdate)
updatePreviewSize();
}
SortFilterItemModel* InventoryWindow::getSortFilterModel()
{
return mSortModel;
}
TradeItemModel* InventoryWindow::getTradeModel()
{
return mTradeModel;
}
ItemModel* InventoryWindow::getModel()
{
return mTradeModel;
}
void InventoryWindow::onBackgroundSelected()
{
if (mDragAndDrop->mIsOnDragAndDrop)
mDragAndDrop->drop(mTradeModel, mItemView);
}
void InventoryWindow::onItemSelected (int index)
{
onItemSelectedFromSourceModel (mSortModel->mapToSource(index));
}
void InventoryWindow::onItemSelectedFromSourceModel (int index)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
mDragAndDrop->drop(mTradeModel, mItemView);
return;
}
const ItemStack& item = mTradeModel->getItem(index);
std::string sound = item.mBase.getClass().getDownSoundId(item.mBase);
MWWorld::Ptr object = item.mBase;
int count = item.mCount;
bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
if (MyGUI::InputManager::getInstance().isControlPressed())
count = 1;
if (mTrading)
{
// Can't give conjured items to a merchant
if (item.mFlags & ItemStack::Flag_Bound)
{
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
MWBase::Environment::get().getWindowManager()->messageBox("#{sBarterDialog9}");
return;
}
// check if merchant accepts item
int services = MWBase::Environment::get().getWindowManager()->getTradeWindow()->getMerchantServices();
if (!object.getClass().canSell(object, services))
{
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
MWBase::Environment::get().getWindowManager()->
messageBox("#{sBarterDialog4}");
return;
}
}
if (count > 1 && !shift)
{
CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
std::string message = mTrading ? "#{sQuanityMenuMessage01}" : "#{sTake}";
dialog->openCountDialog(object.getClass().getName(object), message, count);
dialog->eventOkClicked.clear();
if (mTrading)
dialog->eventOkClicked += MyGUI::newDelegate(this, &InventoryWindow::sellItem);
else
dialog->eventOkClicked += MyGUI::newDelegate(this, &InventoryWindow::dragItem);
mSelectedItem = index;
}
else
{
mSelectedItem = index;
if (mTrading)
sellItem (NULL, count);
else
dragItem (NULL, count);
}
}
void InventoryWindow::ensureSelectedItemUnequipped(int count)
{
const ItemStack& item = mTradeModel->getItem(mSelectedItem);
if (item.mType == ItemStack::Type_Equipped)
{
MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
MWWorld::Ptr newStack = *invStore.unequipItemQuantity(item.mBase, mPtr, count);
// The unequipped item was re-stacked. We have to update the index
// since the item pointed does not exist anymore.
if (item.mBase != newStack)
{
updateItemView(); // Unequipping can produce a new stack, not yet in the window...
// newIndex will store the index of the ItemStack the item was stacked on
int newIndex = -1;
for (size_t i=0; i < mTradeModel->getItemCount(); ++i)
{
if (mTradeModel->getItem(i).mBase == newStack)
{
newIndex = i;
break;
}
}
if (newIndex == -1)
throw std::runtime_error("Can't find restacked item");
mSelectedItem = newIndex;
}
}
}
void InventoryWindow::dragItem(MyGUI::Widget* sender, int count)
{
ensureSelectedItemUnequipped(count);
mDragAndDrop->startDrag(mSelectedItem, mSortModel, mTradeModel, mItemView, count);
notifyContentChanged();
}
void InventoryWindow::sellItem(MyGUI::Widget* sender, int count)
{
ensureSelectedItemUnequipped(count);
const ItemStack& item = mTradeModel->getItem(mSelectedItem);
std::string sound = item.mBase.getClass().getDownSoundId(item.mBase);
MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
if (item.mType == ItemStack::Type_Barter)
{
// this was an item borrowed to us by the merchant
mTradeModel->returnItemBorrowedToUs(mSelectedItem, count);
MWBase::Environment::get().getWindowManager()->getTradeWindow()->returnItem(mSelectedItem, count);
}
else
{
// borrow item to the merchant
mTradeModel->borrowItemFromUs(mSelectedItem, count);
MWBase::Environment::get().getWindowManager()->getTradeWindow()->borrowItem(mSelectedItem, count);
}
mItemView->update();
notifyContentChanged();
}
void InventoryWindow::updateItemView()
{
MWBase::Environment::get().getWindowManager()->updateSpellWindow();
mItemView->update();
dirtyPreview();
}
void InventoryWindow::open()
{
mPtr = MWMechanics::getPlayer();
updateEncumbranceBar();
mItemView->update();
notifyContentChanged();
adjustPanes();
}
void InventoryWindow::onWindowResize(MyGUI::Window* _sender)
{
adjustPanes();
std::string setting = "inventory";
switch(mGuiMode) {
case GM_Container:
setting += " container";
break;
case GM_Companion:
setting += " companion";
break;
case GM_Barter:
setting += " barter";
break;
default:
break;
}
MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
float x = _sender->getPosition().left / float(viewSize.width);
float y = _sender->getPosition().top / float(viewSize.height);
float w = _sender->getSize().width / float(viewSize.width);
float h = _sender->getSize().height / float(viewSize.height);
Settings::Manager::setFloat(setting + " x", "Windows", x);
Settings::Manager::setFloat(setting + " y", "Windows", y);
Settings::Manager::setFloat(setting + " w", "Windows", w);
Settings::Manager::setFloat(setting + " h", "Windows", h);
if (mMainWidget->getSize().width != mLastXSize || mMainWidget->getSize().height != mLastYSize)
{
mLastXSize = mMainWidget->getSize().width;
mLastYSize = mMainWidget->getSize().height;
updatePreviewSize();
updateArmorRating();
}
}
void InventoryWindow::updateArmorRating()
{
mArmorRating->setCaptionWithReplacing ("#{sArmor}: "
+ MyGUI::utility::toString(static_cast<int>(mPtr.getClass().getArmorRating(mPtr))));
if (mArmorRating->getTextSize().width > mArmorRating->getSize().width)
mArmorRating->setCaptionWithReplacing (MyGUI::utility::toString(static_cast<int>(mPtr.getClass().getArmorRating(mPtr))));
}
void InventoryWindow::updatePreviewSize()
{
MyGUI::IntSize size = mAvatarImage->getSize();
int width = std::min(mPreview->getTextureWidth(), size.width);
int height = std::min(mPreview->getTextureHeight(), size.height);
mPreview->setViewport(width, height);
mAvatarImage->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f,
width/float(mPreview->getTextureWidth()), height/float(mPreview->getTextureHeight())));
}
void InventoryWindow::onFilterChanged(MyGUI::Widget* _sender)
{
if (_sender == mFilterAll)
mSortModel->setCategory(SortFilterItemModel::Category_All);
else if (_sender == mFilterWeapon)
mSortModel->setCategory(SortFilterItemModel::Category_Weapon);
else if (_sender == mFilterApparel)
mSortModel->setCategory(SortFilterItemModel::Category_Apparel);
else if (_sender == mFilterMagic)
mSortModel->setCategory(SortFilterItemModel::Category_Magic);
else if (_sender == mFilterMisc)
mSortModel->setCategory(SortFilterItemModel::Category_Misc);
mFilterAll->setStateSelected(false);
mFilterWeapon->setStateSelected(false);
mFilterApparel->setStateSelected(false);
mFilterMagic->setStateSelected(false);
mFilterMisc->setStateSelected(false);
mItemView->update();
_sender->castType<MyGUI::Button>()->setStateSelected(true);
}
void InventoryWindow::onPinToggled()
{
MWBase::Environment::get().getWindowManager()->setWeaponVisibility(!mPinned);
}
void InventoryWindow::onTitleDoubleClicked()
{
if (!mPinned)
MWBase::Environment::get().getWindowManager()->toggleVisible(GW_Inventory);
}
void InventoryWindow::useItem(const MWWorld::Ptr &ptr)
{
const std::string& script = ptr.getClass().getScript(ptr);
MWWorld::Ptr player = MWMechanics::getPlayer();
// early-out for items that need to be equipped, but can't be equipped: we don't want to set OnPcEquip in that case
if (!ptr.getClass().getEquipmentSlots(ptr).first.empty())
{
std::pair<int, std::string> canEquip = ptr.getClass().canBeEquipped(ptr, player);
if (canEquip.first == 0)
{
MWBase::Environment::get().getWindowManager()->messageBox(canEquip.second);
updateItemView();
return;
}
}
// If the item has a script, set its OnPcEquip to 1
if (!script.empty()
// Another morrowind oddity: when an item has skipped equipping and pcskipequip is reset to 0 afterwards,
// the next time it is equipped will work normally, but will not set onpcequip
&& (ptr != mSkippedToEquip || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 1))
ptr.getRefData().getLocals().setVarByInt(script, "onpcequip", 1);
// Give the script a chance to run once before we do anything else
// this is important when setting pcskipequip as a reaction to onpcequip being set (bk_treasuryreport does this)
if (!script.empty() && MWBase::Environment::get().getWorld()->getScriptsEnabled())
{
MWScript::InterpreterContext interpreterContext (&ptr.getRefData().getLocals(), ptr);
MWBase::Environment::get().getScriptManager()->run (script, interpreterContext);
}
mSkippedToEquip = MWWorld::Ptr();
if (ptr.getRefData().getCount()) // make sure the item is still there, the script might have removed it
{
if (script.empty() || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 0)
{
boost::shared_ptr<MWWorld::Action> action = ptr.getClass().use(ptr);
action->execute (player);
}
else
mSkippedToEquip = ptr;
}
if (isVisible())
{
mItemView->update();
notifyContentChanged();
}
// else: will be updated in open()
}
void InventoryWindow::onAvatarClicked(MyGUI::Widget* _sender)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
MWWorld::Ptr ptr = mDragAndDrop->mItem.mBase;
mDragAndDrop->finish();
if (mDragAndDrop->mSourceModel != mTradeModel)
{
// Move item to the player's inventory
ptr = mDragAndDrop->mSourceModel->moveItem(mDragAndDrop->mItem, mDragAndDrop->mDraggedCount, mTradeModel);
}
useItem(ptr);
}
else
{
MyGUI::IntPoint mousePos = MyGUI::InputManager::getInstance ().getLastPressedPosition (MyGUI::MouseButton::Left);
MyGUI::IntPoint relPos = mousePos - mAvatarImage->getAbsolutePosition ();
MWWorld::Ptr itemSelected = getAvatarSelectedItem (relPos.left, relPos.top);
if (itemSelected.isEmpty ())
return;
for (size_t i=0; i < mTradeModel->getItemCount (); ++i)
{
if (mTradeModel->getItem(i).mBase == itemSelected)
{
onItemSelectedFromSourceModel(i);
return;
}
}
throw std::runtime_error("Can't find clicked item");
}
}
MWWorld::Ptr InventoryWindow::getAvatarSelectedItem(int x, int y)
{
// convert to OpenGL lower-left origin
y = (mAvatarImage->getHeight()-1) - y;
int slot = mPreview->getSlotSelected (x, y);
if (slot == -1)
return MWWorld::Ptr();
MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
if(invStore.getSlot(slot) != invStore.end())
{
MWWorld::Ptr item = *invStore.getSlot(slot);
// NOTE: Don't allow users to select WerewolfRobe objects in the inventory. Vanilla
// likely uses a hack like this since there's no other way to prevent it from being
// taken.
if(item.getCellRef().getRefId() == "werewolfrobe")
return MWWorld::Ptr();
return item;
}
return MWWorld::Ptr();
}
void InventoryWindow::updateEncumbranceBar()
{
MWWorld::Ptr player = MWMechanics::getPlayer();
float capacity = player.getClass().getCapacity(player);
float encumbrance = player.getClass().getEncumbrance(player);
mTradeModel->adjustEncumbrance(encumbrance);
mEncumbranceBar->setValue(static_cast<int>(encumbrance), static_cast<int>(capacity));
}
void InventoryWindow::onFrame()
{
if (!mMainWidget->getVisible())
return;
updateEncumbranceBar();
}
void InventoryWindow::setTrading(bool trading)
{
mTrading = trading;
}
void InventoryWindow::dirtyPreview()
{
mPreview->update();
updateArmorRating();
}
void InventoryWindow::notifyContentChanged()
{
// update the spell window just in case new enchanted items were added to inventory
MWBase::Environment::get().getWindowManager()->updateSpellWindow();
MWBase::Environment::get().getMechanicsManager()->updateMagicEffects(
MWMechanics::getPlayer());
dirtyPreview();
}
void InventoryWindow::pickUpObject (MWWorld::Ptr object)
{
// If the inventory is not yet enabled, don't pick anything up
if (!MWBase::Environment::get().getWindowManager()->isAllowed(GW_Inventory))
return;
// make sure the object is of a type that can be picked up
std::string type = object.getTypeName();
if ( (type != typeid(ESM::Apparatus).name())
&& (type != typeid(ESM::Armor).name())
&& (type != typeid(ESM::Book).name())
&& (type != typeid(ESM::Clothing).name())
&& (type != typeid(ESM::Ingredient).name())
&& (type != typeid(ESM::Light).name())
&& (type != typeid(ESM::Miscellaneous).name())
&& (type != typeid(ESM::Lockpick).name())
&& (type != typeid(ESM::Probe).name())
&& (type != typeid(ESM::Repair).name())
&& (type != typeid(ESM::Weapon).name())
&& (type != typeid(ESM::Potion).name()))
return;
if (object.getClass().getName(object) == "") // objects without name presented to user can never be picked up
return;
int count = object.getRefData().getCount();
MWWorld::Ptr player = MWMechanics::getPlayer();
MWBase::Environment::get().getWorld()->breakInvisibility(player);
MWBase::Environment::get().getMechanicsManager()->itemTaken(player, object, MWWorld::Ptr(), count);
// add to player inventory
// can't use ActionTake here because we need an MWWorld::Ptr to the newly inserted object
MWWorld::Ptr newObject = *player.getClass().getContainerStore (player).add (object, object.getRefData().getCount(), player);
// remove from world
MWBase::Environment::get().getWorld()->deleteObject (object);
// get ModelIndex to the item
mTradeModel->update();
size_t i=0;
for (; i<mTradeModel->getItemCount(); ++i)
{
if (mTradeModel->getItem(i).mBase == newObject)
break;
}
if (i == mTradeModel->getItemCount())
throw std::runtime_error("Added item not found");
mDragAndDrop->startDrag(i, mSortModel, mTradeModel, mItemView, count);
MWBase::Environment::get().getWindowManager()->updateSpellWindow();
}
void InventoryWindow::cycle(bool next)
{
ItemModel::ModelIndex selected = -1;
// not using mSortFilterModel as we only need sorting, not filtering
SortFilterItemModel model(new InventoryItemModel(MWMechanics::getPlayer()));
model.setSortByType(false);
model.update();
if (model.getItemCount() == 0)
return;
for (ItemModel::ModelIndex i=0; i<int(model.getItemCount()); ++i)
{
MWWorld::Ptr item = model.getItem(i).mBase;
if (model.getItem(i).mType & ItemStack::Type_Equipped && isRightHandWeapon(item))
selected = i;
}
int incr = next ? 1 : -1;
bool found = false;
std::string lastId;
if (selected != -1)
lastId = model.getItem(selected).mBase.getCellRef().getRefId();
ItemModel::ModelIndex cycled = selected;
for (unsigned int i=0; i<model.getItemCount(); ++i)
{
cycled += incr;
cycled = (cycled + model.getItemCount()) % model.getItemCount();
MWWorld::Ptr item = model.getItem(cycled).mBase;
// skip different stacks of the same item, or we will get stuck as stacking/unstacking them may change their relative ordering
if (Misc::StringUtils::ciEqual(lastId, item.getCellRef().getRefId()))
continue;
lastId = item.getCellRef().getRefId();
if (item.getClass().getTypeName() == typeid(ESM::Weapon).name() && isRightHandWeapon(item))
{
found = true;
break;
}
}
if (!found)
return;
useItem(model.getItem(cycled).mBase);
}
void InventoryWindow::rebuildAvatar()
{
mPreview->rebuild();
}
}