/* 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 &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 (Inventory::Items::size_type i = 0; i < MIN(items.size(), Inventory::VISIBLE_ITEMS); ++i) { drawInventoryItem(surface, items[i], i); } } }