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Inventory menu (with dragging) improved. Crafting is now handled via a IACTION_CRAFT inventory action.

This commit is contained in:
Kahrl 2012-01-21 21:21:41 +01:00 committed by Perttu Ahola
parent 157a4cf18c
commit 1efdc36b22
9 changed files with 550 additions and 289 deletions

View file

@ -133,6 +133,8 @@ GUIInventoryMenu::GUIInventoryMenu(gui::IGUIEnvironment* env,
m_gamedef(gamedef)
{
m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false;
m_tooltip_element = NULL;
}
@ -317,29 +319,18 @@ void GUIInventoryMenu::drawList(const ListDrawSpec &s, int phase)
}
}
if(phase == 1 && !item.empty())
if(phase == 1)
{
// Draw item at the normal position if
// - the item is not being dragged or
// /*- the item is in the crafting result slot*/
if(!selected /*|| s.listname == "craftresult"*/)
// Draw item stack
if(selected)
{
item.takeItem(m_selected_amount);
}
if(!item.empty())
{
drawItemStack(driver, font, item,
rect, &AbsoluteClippingRect, m_gamedef);
}
}
if(phase ==2 && !item.empty())
{
// Draw dragged item
if(selected)
{
v2s32 offset = m_pointer - rect.getCenter();
rect.UpperLeftCorner += offset;
rect.LowerRightCorner += offset;
drawItemStack(driver, font, item,
rect, NULL, m_gamedef);
}
// Draw tooltip
std::string tooltip_text = "";
@ -359,12 +350,38 @@ void GUIInventoryMenu::drawList(const ListDrawSpec &s, int phase)
core::dimension2d<s32>(tooltip_width, tooltip_height)));
}
}
}
}
void GUIInventoryMenu::drawSelectedItem()
{
if(!m_selected_item)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
// Get font
gui::IGUIFont *font = NULL;
gui::IGUISkin* skin = Environment->getSkin();
if (skin)
font = skin->getFont();
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
assert(inv);
InventoryList *list = inv->getList(m_selected_item->listname);
assert(list);
ItemStack stack = list->getItem(m_selected_item->i);
stack.count = m_selected_amount;
core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
drawItemStack(driver, font, stack, rect, NULL, m_gamedef);
}
void GUIInventoryMenu::drawMenu()
{
updateSelectedItem();
gui::IGUISkin* skin = Environment->getSkin();
if (!skin)
return;
@ -378,22 +395,93 @@ void GUIInventoryMenu::drawMenu()
/*
Draw items
Phase 0: Item slot rectangles
Phase 1: Item images
Phase 2: Dragged item image; tooltip
Phase 1: Item images; prepare tooltip
*/
for(int phase=0; phase<=2; phase++)
for(int phase=0; phase<=1; phase++)
for(u32 i=0; i<m_draw_spec.size(); i++)
{
drawList(m_draw_spec[i], phase);
}
/*
Draw dragged item stack
*/
drawSelectedItem();
/*
Call base class
*/
gui::IGUIElement::draw();
}
void GUIInventoryMenu::updateSelectedItem()
{
// If the selected stack has become empty for some reason, deselect it.
// If the selected stack has become smaller, adjust m_selected_amount.
if(m_selected_item)
{
bool selection_valid = false;
if(m_selected_item->isValid())
{
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
if(inv)
{
InventoryList *list = inv->getList(m_selected_item->listname);
if(list && (u32) m_selected_item->i < list->getSize())
{
ItemStack stack = list->getItem(m_selected_item->i);
if(m_selected_amount > stack.count)
m_selected_amount = stack.count;
if(!stack.empty())
selection_valid = true;
}
}
}
if(!selection_valid)
{
delete m_selected_item;
m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false;
}
}
// If craftresult is nonempty and nothing else is selected, select it now.
if(!m_selected_item)
{
for(u32 i=0; i<m_draw_spec.size(); i++)
{
const ListDrawSpec &s = m_draw_spec[i];
if(s.listname == "craftpreview")
{
Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
InventoryList *list = inv->getList("craftresult");
if(list && list->getSize() >= 1 && !list->getItem(0).empty())
{
m_selected_item = new ItemSpec;
m_selected_item->inventoryloc = s.inventoryloc;
m_selected_item->listname = "craftresult";
m_selected_item->i = 0;
m_selected_amount = 0;
m_selected_dragging = false;
break;
}
}
}
}
// If craftresult is selected, keep the whole stack selected
if(m_selected_item && m_selected_item->listname == "craftresult")
{
Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
assert(inv);
InventoryList *list = inv->getList(m_selected_item->listname);
assert(list);
m_selected_amount = list->getItem(m_selected_item->i).count;
}
}
bool GUIInventoryMenu::OnEvent(const SEvent& event)
{
if(event.EventType==EET_KEY_INPUT_EVENT)
@ -418,133 +506,242 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
// Mouse event other than movement
v2s32 p(event.MouseInput.X, event.MouseInput.Y);
m_pointer = p;
// Get selected item and hovered/clicked item (s)
updateSelectedItem();
ItemSpec s = getItemAtPos(p);
Inventory *inv_selected = NULL;
Inventory *inv_s = NULL;
if(m_selected_item)
{
assert(m_selected_item->isValid());
inv_selected = m_invmgr->getInventory(m_selected_item->inventoryloc);
assert(inv_selected);
assert(inv_selected->getList(m_selected_item->listname) != NULL);
}
u32 s_count = 0;
if(s.isValid())
{
inv_s = m_invmgr->getInventory(s.inventoryloc);
assert(inv_s);
InventoryList *list = inv_s->getList(s.listname);
if(list != NULL && (u32) s.i < list->getSize())
s_count = list->getItem(s.i).count;
else
s.i = -1; // make it invalid again
}
bool different_item = m_selected_item
&& ((inv_selected != inv_s)
|| (m_selected_item->listname != s.listname)
|| (m_selected_item->i != s.i));
int amount = -1;
// buttons: 0 = left, 1 = right, 2 = middle
// up/down: 0 = down (press), 1 = up (release), 2 = unknown event
int button = 0;
int updown = 2;
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
amount = 0;
{ button = 0; updown = 0; }
else if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
amount = 1;
{ button = 1; updown = 0; }
else if(event.MouseInput.Event == EMIE_MMOUSE_PRESSED_DOWN)
amount = 10;
else if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP && different_item)
amount = 0;
//else if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP && different_item)
// amount = 1;
//else if(event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP && different_item)
// amount = 10;
{ button = 2; updown = 0; }
else if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
{ button = 0; updown = 1; }
else if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
{ button = 1; updown = 1; }
else if(event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP)
{ button = 2; updown = 1; }
if(amount >= 0)
// Set this number to a positive value to generate a move action
// from m_selected_item to s.
u32 move_amount = 0;
// Set this number to a positive value to generate a drop action
// from m_selected_item.
u32 drop_amount = 0;
// Set this number to a positive value to generate a craft action at s.
u32 craft_amount = 0;
if(updown == 0)
{
// Indicates whether source slot should be deselected
bool remove_selection = false;
// Some mouse button has been pressed
//infostream<<"Mouse action at p=("<<p.X<<","<<p.Y<<")"<<std::endl;
if(s.isValid())
//infostream<<"Mouse button "<<button<<" pressed at p=("
// <<p.X<<","<<p.Y<<")"<<std::endl;
m_selected_dragging = false;
if(s.isValid() && s.listname == "craftpreview")
{
infostream<<"Mouse action on "<<s.inventoryloc.dump()
<<"/"<<s.listname<<" "<<s.i<<std::endl;
if(m_selected_item)
// Craft preview has been clicked: craft
craft_amount = (button == 2 ? 10 : 1);
}
else if(m_selected_item == NULL)
{
if(s_count != 0)
{
Inventory *inv_from = inv_selected;
Inventory *inv_to = inv_s;
assert(inv_from);
assert(inv_to);
InventoryList *list_from =
inv_from->getList(m_selected_item->listname);
InventoryList *list_to =
inv_to->getList(s.listname);
if(list_from == NULL)
infostream<<"from list doesn't exist"<<std::endl;
if(list_to == NULL)
infostream<<"to list doesn't exist"<<std::endl;
if(list_from && list_to
&& !list_from->getItem(m_selected_item->i).empty())
{
infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
IMoveAction *a = new IMoveAction();
a->count = amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
a->to_inv = s.inventoryloc;
a->to_list = s.listname;
a->to_i = s.i;
m_invmgr->inventoryAction(a);
if(amount == 0 || list_from->getItem(m_selected_item->i).count<=amount)
remove_selection = true;
}
// Non-empty stack has been clicked: select it
m_selected_item = new ItemSpec(s);
if(button == 1) // right
m_selected_amount = (s_count + 1) / 2;
else if(button == 2) // middle
m_selected_amount = MYMIN(s_count, 10);
else // left
m_selected_amount = s_count;
m_selected_dragging = true;
}
}
else // m_selected_item != NULL
{
assert(m_selected_amount >= 1);
if(s.isValid())
{
// Clicked another slot: move
if(button == 1) // right
move_amount = 1;
else if(button == 2) // middle
move_amount = MYMIN(m_selected_amount, 10);
else // left
move_amount = m_selected_amount;
}
else if(getAbsoluteClippingRect().isPointInside(m_pointer))
{
// Clicked somewhere else: deselect
m_selected_amount = 0;
}
else
{
/*
Select if nonempty
*/
assert(inv_s);
InventoryList *list = inv_s->getList(s.listname);
if(list && !list->getItem(s.i).empty())
{
m_selected_item = new ItemSpec(s);
}
// Clicked outside of the window: drop
if(button == 1) // right
drop_amount = 1;
else if(button == 2) // middle
drop_amount = MYMIN(m_selected_amount, 10);
else // left
drop_amount = m_selected_amount;
}
}
else if(m_selected_item)
}
else if(updown == 1)
{
// Some mouse button has been released
//infostream<<"Mouse button "<<button<<" released at p=("
// <<p.X<<","<<p.Y<<")"<<std::endl;
if(m_selected_item != NULL && m_selected_dragging && s.isValid())
{
// If moved outside the menu, drop.
// (Otherwise abort inventory action.)
if(getAbsoluteClippingRect().isPointInside(m_pointer))
if((inv_selected != inv_s) ||
(m_selected_item->listname != s.listname) ||
(m_selected_item->i != s.i))
{
// Inside menu
remove_selection = true;
}
else
{
// Outside of menu
Inventory *inv_from = inv_selected;
assert(inv_from);
InventoryList *list_from =
inv_from->getList(m_selected_item->listname);
if(list_from == NULL)
infostream<<"from list doesn't exist"<<std::endl;
if(list_from && !list_from->getItem(m_selected_item->i).empty())
{
infostream<<"Handing IACTION_DROP to manager"<<std::endl;
IDropAction *a = new IDropAction();
a->count = amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
m_invmgr->inventoryAction(a);
if(amount == 0 || list_from->getItem(m_selected_item->i).count<=amount)
remove_selection = true;
}
// Dragged to different slot: move all selected
move_amount = m_selected_amount;
}
}
else if(m_selected_item != NULL && m_selected_dragging &&
!(getAbsoluteClippingRect().isPointInside(m_pointer)))
{
// Dragged outside of window: drop all selected
drop_amount = m_selected_amount;
}
if(remove_selection)
m_selected_dragging = false;
}
// Possibly send inventory action to server
if(move_amount > 0)
{
// Send IACTION_MOVE
assert(m_selected_item && m_selected_item->isValid());
assert(s.isValid());
assert(inv_selected && inv_s);
InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
InventoryList *list_to = inv_s->getList(s.listname);
assert(list_from && list_to);
ItemStack stack_from = list_from->getItem(m_selected_item->i);
ItemStack stack_to = list_to->getItem(s.i);
// Check how many items can be moved
move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
if(leftover.count == stack_from.count)
{
delete m_selected_item;
m_selected_item = NULL;
// Swap the stacks
}
else if(leftover.empty())
{
// Item fits
}
else
{
// Item only fits partially
move_amount -= leftover.count;
}
assert(move_amount > 0 && move_amount <= m_selected_amount);
m_selected_amount -= move_amount;
infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
IMoveAction *a = new IMoveAction();
a->count = move_amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
a->to_inv = s.inventoryloc;
a->to_list = s.listname;
a->to_i = s.i;
m_invmgr->inventoryAction(a);
}
else if(drop_amount > 0)
{
// Send IACTION_DROP
assert(m_selected_item && m_selected_item->isValid());
assert(inv_selected);
InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
assert(list_from);
ItemStack stack_from = list_from->getItem(m_selected_item->i);
// Check how many items can be dropped
drop_amount = stack_from.count = MYMIN(drop_amount, stack_from.count);
assert(drop_amount > 0 && drop_amount <= m_selected_amount);
m_selected_amount -= drop_amount;
infostream<<"Handing IACTION_DROP to manager"<<std::endl;
IDropAction *a = new IDropAction();
a->count = drop_amount;
a->from_inv = m_selected_item->inventoryloc;
a->from_list = m_selected_item->listname;
a->from_i = m_selected_item->i;
m_invmgr->inventoryAction(a);
}
else if(craft_amount > 0)
{
// Send IACTION_CRAFT
assert(s.isValid());
assert(inv_s);
infostream<<"Handing IACTION_CRAFT to manager"<<std::endl;
ICraftAction *a = new ICraftAction();
a->count = craft_amount;
a->craft_inv = s.inventoryloc;
m_invmgr->inventoryAction(a);
}
// If m_selected_amount has been decreased to zero, deselect
if(m_selected_amount == 0)
{
delete m_selected_item;
m_selected_item = NULL;
m_selected_dragging = false;
}
}
if(event.EventType==EET_GUI_EVENT)