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/* 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);
}
}
}
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