forked from mirror/openmw-tes3mp
e8662bea31
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.
705 lines
25 KiB
C++
705 lines
25 KiB
C++
#include "inventorywindow.hpp"
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#include <stdexcept>
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#include <MyGUI_Window.h>
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#include <MyGUI_ImageBox.h>
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#include <MyGUI_RenderManager.h>
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#include <MyGUI_InputManager.h>
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#include <MyGUI_Button.h>
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#include <osg/Texture2D>
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#include <components/misc/stringops.hpp>
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#include <components/myguiplatform/myguitexture.hpp>
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#include <components/settings/settings.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/scriptmanager.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwscript/interpretercontext.hpp"
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#include "../mwrender/characterpreview.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "itemview.hpp"
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#include "inventoryitemmodel.hpp"
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#include "sortfilteritemmodel.hpp"
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#include "tradeitemmodel.hpp"
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#include "countdialog.hpp"
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#include "tradewindow.hpp"
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#include "draganddrop.hpp"
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#include "widgets.hpp"
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namespace
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{
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bool isRightHandWeapon(const MWWorld::Ptr& item)
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{
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if (item.getClass().getTypeName() != typeid(ESM::Weapon).name())
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return false;
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std::vector<int> equipmentSlots = item.getClass().getEquipmentSlots(item).first;
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return (!equipmentSlots.empty() && equipmentSlots.front() == MWWorld::InventoryStore::Slot_CarriedRight);
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}
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}
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namespace MWGui
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{
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InventoryWindow::InventoryWindow(DragAndDrop* dragAndDrop, osgViewer::Viewer* viewer, Resource::ResourceSystem* resourceSystem)
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: WindowPinnableBase("openmw_inventory_window.layout")
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, mDragAndDrop(dragAndDrop)
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, mSelectedItem(-1)
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, mSortModel(NULL)
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, mTradeModel(NULL)
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, mGuiMode(GM_Inventory)
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, mLastXSize(0)
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, mLastYSize(0)
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, mPreview(new MWRender::InventoryPreview(viewer, resourceSystem, MWMechanics::getPlayer()))
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, mTrading(false)
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{
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mPreviewTexture.reset(new osgMyGUI::OSGTexture(mPreview->getTexture()));
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mPreview->rebuild();
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mMainWidget->castType<MyGUI::Window>()->eventWindowChangeCoord += MyGUI::newDelegate(this, &InventoryWindow::onWindowResize);
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getWidget(mAvatar, "Avatar");
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getWidget(mAvatarImage, "AvatarImage");
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getWidget(mEncumbranceBar, "EncumbranceBar");
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getWidget(mFilterAll, "AllButton");
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getWidget(mFilterWeapon, "WeaponButton");
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getWidget(mFilterApparel, "ApparelButton");
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getWidget(mFilterMagic, "MagicButton");
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getWidget(mFilterMisc, "MiscButton");
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getWidget(mLeftPane, "LeftPane");
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getWidget(mRightPane, "RightPane");
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getWidget(mArmorRating, "ArmorRating");
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mAvatarImage->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onAvatarClicked);
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mAvatarImage->setRenderItemTexture(mPreviewTexture.get());
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mAvatarImage->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f, 1.f, 1.f));
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getWidget(mItemView, "ItemView");
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mItemView->eventItemClicked += MyGUI::newDelegate(this, &InventoryWindow::onItemSelected);
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mItemView->eventBackgroundClicked += MyGUI::newDelegate(this, &InventoryWindow::onBackgroundSelected);
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mFilterAll->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
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mFilterWeapon->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
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mFilterApparel->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
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mFilterMagic->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
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mFilterMisc->eventMouseButtonClick += MyGUI::newDelegate(this, &InventoryWindow::onFilterChanged);
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mFilterAll->setStateSelected(true);
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setGuiMode(mGuiMode);
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adjustPanes();
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}
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void InventoryWindow::adjustPanes()
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{
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const float aspect = 0.5; // fixed aspect ratio for the avatar image
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int leftPaneWidth = static_cast<int>((mMainWidget->getSize().height - 44 - mArmorRating->getHeight()) * aspect);
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mLeftPane->setSize( leftPaneWidth, mMainWidget->getSize().height-44 );
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mRightPane->setCoord( mLeftPane->getPosition().left + leftPaneWidth + 4,
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mRightPane->getPosition().top,
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mMainWidget->getSize().width - 12 - leftPaneWidth - 15,
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mMainWidget->getSize().height-44 );
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}
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void InventoryWindow::updatePlayer()
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{
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mPtr = MWBase::Environment::get().getWorld ()->getPlayerPtr();
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mTradeModel = new TradeItemModel(new InventoryItemModel(mPtr), MWWorld::Ptr());
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if (mSortModel) // reuse existing SortModel when possible to keep previous category/filter settings
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mSortModel->setSourceModel(mTradeModel);
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else
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mSortModel = new SortFilterItemModel(mTradeModel);
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mItemView->setModel(mSortModel);
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mPreview->updatePtr(mPtr);
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mPreview->rebuild();
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mPreview->update();
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dirtyPreview();
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updatePreviewSize();
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}
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void InventoryWindow::setGuiMode(GuiMode mode)
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{
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std::string setting = "inventory";
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mGuiMode = mode;
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switch(mode) {
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case GM_Container:
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setPinButtonVisible(false);
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setting += " container";
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break;
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case GM_Companion:
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setPinButtonVisible(false);
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setting += " companion";
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break;
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case GM_Barter:
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setPinButtonVisible(false);
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setting += " barter";
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break;
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case GM_Inventory:
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default:
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setPinButtonVisible(true);
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break;
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}
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MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
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MyGUI::IntPoint pos(static_cast<int>(Settings::Manager::getFloat(setting + " x", "Windows") * viewSize.width),
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static_cast<int>(Settings::Manager::getFloat(setting + " y", "Windows") * viewSize.height));
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MyGUI::IntSize size(static_cast<int>(Settings::Manager::getFloat(setting + " w", "Windows") * viewSize.width),
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static_cast<int>(Settings::Manager::getFloat(setting + " h", "Windows") * viewSize.height));
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bool needUpdate = (size.width != mMainWidget->getWidth() || size.height != mMainWidget->getHeight());
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mMainWidget->setPosition(pos);
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mMainWidget->setSize(size);
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adjustPanes();
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if (needUpdate)
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updatePreviewSize();
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}
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SortFilterItemModel* InventoryWindow::getSortFilterModel()
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{
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return mSortModel;
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}
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TradeItemModel* InventoryWindow::getTradeModel()
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{
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return mTradeModel;
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}
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ItemModel* InventoryWindow::getModel()
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{
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return mTradeModel;
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}
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void InventoryWindow::onBackgroundSelected()
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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mDragAndDrop->drop(mTradeModel, mItemView);
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}
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void InventoryWindow::onItemSelected (int index)
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{
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onItemSelectedFromSourceModel (mSortModel->mapToSource(index));
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}
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void InventoryWindow::onItemSelectedFromSourceModel (int index)
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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mDragAndDrop->drop(mTradeModel, mItemView);
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return;
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}
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const ItemStack& item = mTradeModel->getItem(index);
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std::string sound = item.mBase.getClass().getDownSoundId(item.mBase);
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MWWorld::Ptr object = item.mBase;
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int count = item.mCount;
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bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
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if (MyGUI::InputManager::getInstance().isControlPressed())
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count = 1;
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if (mTrading)
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{
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// Can't give conjured items to a merchant
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if (item.mFlags & ItemStack::Flag_Bound)
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{
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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MWBase::Environment::get().getWindowManager()->messageBox("#{sBarterDialog9}");
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return;
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}
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// check if merchant accepts item
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int services = MWBase::Environment::get().getWindowManager()->getTradeWindow()->getMerchantServices();
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if (!object.getClass().canSell(object, services))
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{
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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MWBase::Environment::get().getWindowManager()->
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messageBox("#{sBarterDialog4}");
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return;
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}
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}
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if (count > 1 && !shift)
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{
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CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
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std::string message = mTrading ? "#{sQuanityMenuMessage01}" : "#{sTake}";
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dialog->openCountDialog(object.getClass().getName(object), message, count);
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dialog->eventOkClicked.clear();
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if (mTrading)
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dialog->eventOkClicked += MyGUI::newDelegate(this, &InventoryWindow::sellItem);
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else
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dialog->eventOkClicked += MyGUI::newDelegate(this, &InventoryWindow::dragItem);
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mSelectedItem = index;
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}
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else
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{
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mSelectedItem = index;
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if (mTrading)
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sellItem (NULL, count);
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else
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dragItem (NULL, count);
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}
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}
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void InventoryWindow::ensureSelectedItemUnequipped(int count)
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{
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const ItemStack& item = mTradeModel->getItem(mSelectedItem);
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if (item.mType == ItemStack::Type_Equipped)
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{
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MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
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MWWorld::Ptr newStack = *invStore.unequipItemQuantity(item.mBase, mPtr, count);
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// The unequipped item was re-stacked. We have to update the index
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// since the item pointed does not exist anymore.
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if (item.mBase != newStack)
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{
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updateItemView(); // Unequipping can produce a new stack, not yet in the window...
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// newIndex will store the index of the ItemStack the item was stacked on
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int newIndex = -1;
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for (size_t i=0; i < mTradeModel->getItemCount(); ++i)
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{
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if (mTradeModel->getItem(i).mBase == newStack)
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{
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newIndex = i;
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break;
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}
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}
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if (newIndex == -1)
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throw std::runtime_error("Can't find restacked item");
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mSelectedItem = newIndex;
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}
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}
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}
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void InventoryWindow::dragItem(MyGUI::Widget* sender, int count)
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{
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ensureSelectedItemUnequipped(count);
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mDragAndDrop->startDrag(mSelectedItem, mSortModel, mTradeModel, mItemView, count);
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notifyContentChanged();
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}
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void InventoryWindow::sellItem(MyGUI::Widget* sender, int count)
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{
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ensureSelectedItemUnequipped(count);
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const ItemStack& item = mTradeModel->getItem(mSelectedItem);
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std::string sound = item.mBase.getClass().getDownSoundId(item.mBase);
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MWBase::Environment::get().getSoundManager()->playSound (sound, 1.0, 1.0);
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if (item.mType == ItemStack::Type_Barter)
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{
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// this was an item borrowed to us by the merchant
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mTradeModel->returnItemBorrowedToUs(mSelectedItem, count);
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MWBase::Environment::get().getWindowManager()->getTradeWindow()->returnItem(mSelectedItem, count);
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}
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else
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{
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// borrow item to the merchant
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mTradeModel->borrowItemFromUs(mSelectedItem, count);
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MWBase::Environment::get().getWindowManager()->getTradeWindow()->borrowItem(mSelectedItem, count);
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}
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mItemView->update();
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notifyContentChanged();
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}
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void InventoryWindow::updateItemView()
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{
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MWBase::Environment::get().getWindowManager()->updateSpellWindow();
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mItemView->update();
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dirtyPreview();
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}
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void InventoryWindow::open()
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{
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mPtr = MWMechanics::getPlayer();
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updateEncumbranceBar();
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mItemView->update();
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notifyContentChanged();
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adjustPanes();
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}
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void InventoryWindow::onWindowResize(MyGUI::Window* _sender)
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{
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adjustPanes();
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std::string setting = "inventory";
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switch(mGuiMode) {
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case GM_Container:
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setting += " container";
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break;
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case GM_Companion:
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setting += " companion";
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break;
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case GM_Barter:
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setting += " barter";
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break;
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default:
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break;
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}
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MyGUI::IntSize viewSize = MyGUI::RenderManager::getInstance().getViewSize();
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float x = _sender->getPosition().left / float(viewSize.width);
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float y = _sender->getPosition().top / float(viewSize.height);
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float w = _sender->getSize().width / float(viewSize.width);
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float h = _sender->getSize().height / float(viewSize.height);
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Settings::Manager::setFloat(setting + " x", "Windows", x);
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Settings::Manager::setFloat(setting + " y", "Windows", y);
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Settings::Manager::setFloat(setting + " w", "Windows", w);
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Settings::Manager::setFloat(setting + " h", "Windows", h);
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if (mMainWidget->getSize().width != mLastXSize || mMainWidget->getSize().height != mLastYSize)
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{
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mLastXSize = mMainWidget->getSize().width;
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mLastYSize = mMainWidget->getSize().height;
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updatePreviewSize();
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updateArmorRating();
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}
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}
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void InventoryWindow::updateArmorRating()
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{
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mArmorRating->setCaptionWithReplacing ("#{sArmor}: "
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+ MyGUI::utility::toString(static_cast<int>(mPtr.getClass().getArmorRating(mPtr))));
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if (mArmorRating->getTextSize().width > mArmorRating->getSize().width)
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mArmorRating->setCaptionWithReplacing (MyGUI::utility::toString(static_cast<int>(mPtr.getClass().getArmorRating(mPtr))));
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}
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void InventoryWindow::updatePreviewSize()
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{
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MyGUI::IntSize size = mAvatarImage->getSize();
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int width = std::min(mPreview->getTextureWidth(), size.width);
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int height = std::min(mPreview->getTextureHeight(), size.height);
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mPreview->setViewport(width, height);
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mAvatarImage->getSubWidgetMain()->_setUVSet(MyGUI::FloatRect(0.f, 0.f,
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width/float(mPreview->getTextureWidth()), height/float(mPreview->getTextureHeight())));
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}
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void InventoryWindow::onFilterChanged(MyGUI::Widget* _sender)
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{
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if (_sender == mFilterAll)
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mSortModel->setCategory(SortFilterItemModel::Category_All);
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else if (_sender == mFilterWeapon)
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mSortModel->setCategory(SortFilterItemModel::Category_Weapon);
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else if (_sender == mFilterApparel)
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mSortModel->setCategory(SortFilterItemModel::Category_Apparel);
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else if (_sender == mFilterMagic)
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mSortModel->setCategory(SortFilterItemModel::Category_Magic);
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else if (_sender == mFilterMisc)
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mSortModel->setCategory(SortFilterItemModel::Category_Misc);
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mFilterAll->setStateSelected(false);
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mFilterWeapon->setStateSelected(false);
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mFilterApparel->setStateSelected(false);
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mFilterMagic->setStateSelected(false);
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mFilterMisc->setStateSelected(false);
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mItemView->update();
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_sender->castType<MyGUI::Button>()->setStateSelected(true);
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}
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void InventoryWindow::onPinToggled()
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{
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MWBase::Environment::get().getWindowManager()->setWeaponVisibility(!mPinned);
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}
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void InventoryWindow::onTitleDoubleClicked()
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{
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if (!mPinned)
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MWBase::Environment::get().getWindowManager()->toggleVisible(GW_Inventory);
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}
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void InventoryWindow::useItem(const MWWorld::Ptr &ptr)
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{
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const std::string& script = ptr.getClass().getScript(ptr);
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MWWorld::Ptr player = MWMechanics::getPlayer();
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// early-out for items that need to be equipped, but can't be equipped: we don't want to set OnPcEquip in that case
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if (!ptr.getClass().getEquipmentSlots(ptr).first.empty())
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{
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std::pair<int, std::string> canEquip = ptr.getClass().canBeEquipped(ptr, player);
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if (canEquip.first == 0)
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{
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MWBase::Environment::get().getWindowManager()->messageBox(canEquip.second);
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updateItemView();
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return;
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}
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}
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// If the item has a script, set its OnPcEquip to 1
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if (!script.empty()
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// Another morrowind oddity: when an item has skipped equipping and pcskipequip is reset to 0 afterwards,
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// the next time it is equipped will work normally, but will not set onpcequip
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&& (ptr != mSkippedToEquip || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 1))
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ptr.getRefData().getLocals().setVarByInt(script, "onpcequip", 1);
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// Give the script a chance to run once before we do anything else
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// this is important when setting pcskipequip as a reaction to onpcequip being set (bk_treasuryreport does this)
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if (!script.empty() && MWBase::Environment::get().getWorld()->getScriptsEnabled())
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{
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MWScript::InterpreterContext interpreterContext (&ptr.getRefData().getLocals(), ptr);
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MWBase::Environment::get().getScriptManager()->run (script, interpreterContext);
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}
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mSkippedToEquip = MWWorld::Ptr();
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if (ptr.getRefData().getCount()) // make sure the item is still there, the script might have removed it
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{
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if (script.empty() || ptr.getRefData().getLocals().getIntVar(script, "pcskipequip") == 0)
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{
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boost::shared_ptr<MWWorld::Action> action = ptr.getClass().use(ptr);
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action->execute (player);
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}
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else
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mSkippedToEquip = ptr;
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}
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if (isVisible())
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{
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mItemView->update();
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notifyContentChanged();
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}
|
|
// 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();
|
|
}
|
|
}
|