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author | Ľubomír Remák | 2018-04-11 21:15:01 +0200 |
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committer | Eugene Sandulenko | 2018-08-25 23:12:01 +0200 |
commit | c25ed8957228cfd580216383c3391ccc7e512bb5 (patch) | |
tree | fff52e7d5e588719ced3b164b6ea48c9779236af /engines/mutationofjb/widgets/inventorywidget.cpp | |
parent | 9af3d8a2381fe7c7440330a9aa338f51cd734990 (diff) | |
download | scummvm-rg350-c25ed8957228cfd580216383c3391ccc7e512bb5.tar.gz scummvm-rg350-c25ed8957228cfd580216383c3391ccc7e512bb5.tar.bz2 scummvm-rg350-c25ed8957228cfd580216383c3391ccc7e512bb5.zip |
MUTATIONOFJB: Refactor inventory UI into separate widget, add button widgets.
Diffstat (limited to 'engines/mutationofjb/widgets/inventorywidget.cpp')
-rw-r--r-- | engines/mutationofjb/widgets/inventorywidget.cpp | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/engines/mutationofjb/widgets/inventorywidget.cpp b/engines/mutationofjb/widgets/inventorywidget.cpp new file mode 100644 index 0000000000..d78ef10adc --- /dev/null +++ b/engines/mutationofjb/widgets/inventorywidget.cpp @@ -0,0 +1,75 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "mutationofjb/widgets/inventorywidget.h" +#include "mutationofjb/game.h" +#include "mutationofjb/gamedata.h" +#include "mutationofjb/gui.h" +#include "mutationofjb/inventory.h" +#include "common/str.h" +#include "common/rect.h" +#include "common/util.h" +#include "graphics/managed_surface.h" + +namespace MutationOfJB { + +enum { + INVENTORY_START_X = 88, + INVENTORY_START_Y = 149, + INVENTORY_ITEM_WIDTH = 34, + INVENTORY_ITEM_HEIGHT = 33, + INVENTORY_ITEMS_PER_LINE = 8, + INVENTORY_ITEMS_LINES = 5 +}; + +InventoryWidget::InventoryWidget(Gui &gui, Gui::InventoryMap &inventoryMap, const Common::Array<Graphics::Surface>& inventorySurfaces) : + Widget(gui, Common::Rect(INVENTORY_START_X, INVENTORY_START_Y, INVENTORY_START_X + Inventory::VISIBLE_ITEMS * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y + INVENTORY_ITEM_HEIGHT)), + _inventoryMap(inventoryMap), + _surfaces(inventorySurfaces) {} + +void InventoryWidget::drawInventoryItem(Graphics::ManagedSurface &surface, const Common::String &item, int pos) { + Gui::InventoryMap::iterator it = _inventoryMap.find(item); + if (it == _inventoryMap.end()) { + return; + } + + const int index = it->_value; + const int surfaceNo = index / (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); + const int indexInSurface = index % (INVENTORY_ITEMS_LINES * INVENTORY_ITEMS_PER_LINE); + const int itemX = indexInSurface % INVENTORY_ITEMS_PER_LINE; + const int itemY = indexInSurface / INVENTORY_ITEMS_PER_LINE; + + Common::Point destStartPos(INVENTORY_START_X + pos * INVENTORY_ITEM_WIDTH, INVENTORY_START_Y); + Common::Rect sourceRect(itemX * INVENTORY_ITEM_WIDTH, itemY * INVENTORY_ITEM_HEIGHT, (itemX + 1) * INVENTORY_ITEM_WIDTH, (itemY + 1) * INVENTORY_ITEM_HEIGHT); + surface.blitFrom(_surfaces[surfaceNo], sourceRect, destStartPos); +} + +void InventoryWidget::_draw(Graphics::ManagedSurface &surface) { + Inventory &inventory = _gui.getGame().getGameData().getInventory(); + const Inventory::Items &items = inventory.getItems(); + surface.fillRect(_area, 0x00); + for (int i = 0; i < MIN((int) items.size(), (int) Inventory::VISIBLE_ITEMS); ++i) { + drawInventoryItem(surface, items[i], i); + } +} + +} |