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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);
	}
}

}