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https://github.com/luanti-org/luanti.git
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Inventory menu (with dragging) improved. Crafting is now handled via a IACTION_CRAFT inventory action.
This commit is contained in:
parent
157a4cf18c
commit
1efdc36b22
9 changed files with 550 additions and 289 deletions
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@ -133,6 +133,8 @@ GUIInventoryMenu::GUIInventoryMenu(gui::IGUIEnvironment* env,
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m_gamedef(gamedef)
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{
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m_selected_item = NULL;
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m_selected_amount = 0;
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m_selected_dragging = false;
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m_tooltip_element = NULL;
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}
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@ -317,29 +319,18 @@ void GUIInventoryMenu::drawList(const ListDrawSpec &s, int phase)
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}
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}
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if(phase == 1 && !item.empty())
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if(phase == 1)
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{
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// Draw item at the normal position if
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// - the item is not being dragged or
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// /*- the item is in the crafting result slot*/
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if(!selected /*|| s.listname == "craftresult"*/)
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// Draw item stack
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if(selected)
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{
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item.takeItem(m_selected_amount);
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}
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if(!item.empty())
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{
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drawItemStack(driver, font, item,
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rect, &AbsoluteClippingRect, m_gamedef);
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}
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}
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if(phase ==2 && !item.empty())
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{
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// Draw dragged item
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if(selected)
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{
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v2s32 offset = m_pointer - rect.getCenter();
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rect.UpperLeftCorner += offset;
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rect.LowerRightCorner += offset;
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drawItemStack(driver, font, item,
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rect, NULL, m_gamedef);
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}
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// Draw tooltip
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std::string tooltip_text = "";
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@ -359,12 +350,38 @@ void GUIInventoryMenu::drawList(const ListDrawSpec &s, int phase)
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core::dimension2d<s32>(tooltip_width, tooltip_height)));
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}
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}
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}
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}
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void GUIInventoryMenu::drawSelectedItem()
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{
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if(!m_selected_item)
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return;
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video::IVideoDriver* driver = Environment->getVideoDriver();
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// Get font
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gui::IGUIFont *font = NULL;
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gui::IGUISkin* skin = Environment->getSkin();
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if (skin)
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font = skin->getFont();
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Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
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assert(inv);
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InventoryList *list = inv->getList(m_selected_item->listname);
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assert(list);
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ItemStack stack = list->getItem(m_selected_item->i);
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stack.count = m_selected_amount;
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core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
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core::rect<s32> rect = imgrect + (m_pointer - imgrect.getCenter());
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drawItemStack(driver, font, stack, rect, NULL, m_gamedef);
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}
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void GUIInventoryMenu::drawMenu()
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{
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updateSelectedItem();
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gui::IGUISkin* skin = Environment->getSkin();
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if (!skin)
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return;
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@ -378,22 +395,93 @@ void GUIInventoryMenu::drawMenu()
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/*
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Draw items
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Phase 0: Item slot rectangles
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Phase 1: Item images
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Phase 2: Dragged item image; tooltip
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Phase 1: Item images; prepare tooltip
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*/
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for(int phase=0; phase<=2; phase++)
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for(int phase=0; phase<=1; phase++)
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for(u32 i=0; i<m_draw_spec.size(); i++)
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{
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drawList(m_draw_spec[i], phase);
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}
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/*
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Draw dragged item stack
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*/
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drawSelectedItem();
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/*
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Call base class
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*/
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gui::IGUIElement::draw();
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}
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void GUIInventoryMenu::updateSelectedItem()
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{
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// If the selected stack has become empty for some reason, deselect it.
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// If the selected stack has become smaller, adjust m_selected_amount.
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if(m_selected_item)
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{
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bool selection_valid = false;
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if(m_selected_item->isValid())
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{
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Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
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if(inv)
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{
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InventoryList *list = inv->getList(m_selected_item->listname);
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if(list && (u32) m_selected_item->i < list->getSize())
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{
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ItemStack stack = list->getItem(m_selected_item->i);
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if(m_selected_amount > stack.count)
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m_selected_amount = stack.count;
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if(!stack.empty())
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selection_valid = true;
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}
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}
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}
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if(!selection_valid)
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{
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delete m_selected_item;
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m_selected_item = NULL;
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m_selected_amount = 0;
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m_selected_dragging = false;
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}
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}
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// If craftresult is nonempty and nothing else is selected, select it now.
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if(!m_selected_item)
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{
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for(u32 i=0; i<m_draw_spec.size(); i++)
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{
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const ListDrawSpec &s = m_draw_spec[i];
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if(s.listname == "craftpreview")
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{
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Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
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InventoryList *list = inv->getList("craftresult");
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if(list && list->getSize() >= 1 && !list->getItem(0).empty())
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{
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m_selected_item = new ItemSpec;
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m_selected_item->inventoryloc = s.inventoryloc;
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m_selected_item->listname = "craftresult";
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m_selected_item->i = 0;
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m_selected_amount = 0;
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m_selected_dragging = false;
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break;
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}
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}
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}
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}
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// If craftresult is selected, keep the whole stack selected
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if(m_selected_item && m_selected_item->listname == "craftresult")
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{
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Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
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assert(inv);
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InventoryList *list = inv->getList(m_selected_item->listname);
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assert(list);
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m_selected_amount = list->getItem(m_selected_item->i).count;
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}
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}
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bool GUIInventoryMenu::OnEvent(const SEvent& event)
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{
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if(event.EventType==EET_KEY_INPUT_EVENT)
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@ -418,133 +506,242 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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// Mouse event other than movement
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v2s32 p(event.MouseInput.X, event.MouseInput.Y);
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m_pointer = p;
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// Get selected item and hovered/clicked item (s)
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updateSelectedItem();
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ItemSpec s = getItemAtPos(p);
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Inventory *inv_selected = NULL;
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Inventory *inv_s = NULL;
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if(m_selected_item)
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{
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assert(m_selected_item->isValid());
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inv_selected = m_invmgr->getInventory(m_selected_item->inventoryloc);
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assert(inv_selected);
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assert(inv_selected->getList(m_selected_item->listname) != NULL);
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}
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u32 s_count = 0;
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if(s.isValid())
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{
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inv_s = m_invmgr->getInventory(s.inventoryloc);
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assert(inv_s);
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InventoryList *list = inv_s->getList(s.listname);
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if(list != NULL && (u32) s.i < list->getSize())
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s_count = list->getItem(s.i).count;
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else
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s.i = -1; // make it invalid again
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}
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bool different_item = m_selected_item
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&& ((inv_selected != inv_s)
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|| (m_selected_item->listname != s.listname)
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|| (m_selected_item->i != s.i));
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int amount = -1;
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// buttons: 0 = left, 1 = right, 2 = middle
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// up/down: 0 = down (press), 1 = up (release), 2 = unknown event
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int button = 0;
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int updown = 2;
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if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
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amount = 0;
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{ button = 0; updown = 0; }
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else if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
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amount = 1;
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{ button = 1; updown = 0; }
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else if(event.MouseInput.Event == EMIE_MMOUSE_PRESSED_DOWN)
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amount = 10;
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else if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP && different_item)
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amount = 0;
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//else if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP && different_item)
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// amount = 1;
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//else if(event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP && different_item)
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// amount = 10;
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{ button = 2; updown = 0; }
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else if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
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{ button = 0; updown = 1; }
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else if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
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{ button = 1; updown = 1; }
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else if(event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP)
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{ button = 2; updown = 1; }
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if(amount >= 0)
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// Set this number to a positive value to generate a move action
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// from m_selected_item to s.
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u32 move_amount = 0;
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// Set this number to a positive value to generate a drop action
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// from m_selected_item.
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u32 drop_amount = 0;
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// Set this number to a positive value to generate a craft action at s.
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u32 craft_amount = 0;
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if(updown == 0)
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{
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// Indicates whether source slot should be deselected
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bool remove_selection = false;
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// Some mouse button has been pressed
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//infostream<<"Mouse action at p=("<<p.X<<","<<p.Y<<")"<<std::endl;
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if(s.isValid())
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//infostream<<"Mouse button "<<button<<" pressed at p=("
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// <<p.X<<","<<p.Y<<")"<<std::endl;
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m_selected_dragging = false;
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if(s.isValid() && s.listname == "craftpreview")
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{
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infostream<<"Mouse action on "<<s.inventoryloc.dump()
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<<"/"<<s.listname<<" "<<s.i<<std::endl;
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if(m_selected_item)
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// Craft preview has been clicked: craft
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craft_amount = (button == 2 ? 10 : 1);
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}
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else if(m_selected_item == NULL)
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{
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if(s_count != 0)
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{
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Inventory *inv_from = inv_selected;
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Inventory *inv_to = inv_s;
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assert(inv_from);
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assert(inv_to);
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InventoryList *list_from =
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inv_from->getList(m_selected_item->listname);
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InventoryList *list_to =
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inv_to->getList(s.listname);
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if(list_from == NULL)
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infostream<<"from list doesn't exist"<<std::endl;
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if(list_to == NULL)
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infostream<<"to list doesn't exist"<<std::endl;
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if(list_from && list_to
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&& !list_from->getItem(m_selected_item->i).empty())
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{
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infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = amount;
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a->from_inv = m_selected_item->inventoryloc;
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a->from_list = m_selected_item->listname;
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a->from_i = m_selected_item->i;
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a->to_inv = s.inventoryloc;
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a->to_list = s.listname;
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a->to_i = s.i;
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m_invmgr->inventoryAction(a);
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if(amount == 0 || list_from->getItem(m_selected_item->i).count<=amount)
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remove_selection = true;
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}
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// Non-empty stack has been clicked: select it
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m_selected_item = new ItemSpec(s);
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if(button == 1) // right
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m_selected_amount = (s_count + 1) / 2;
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else if(button == 2) // middle
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m_selected_amount = MYMIN(s_count, 10);
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else // left
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m_selected_amount = s_count;
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m_selected_dragging = true;
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}
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}
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else // m_selected_item != NULL
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{
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assert(m_selected_amount >= 1);
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if(s.isValid())
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{
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// Clicked another slot: move
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if(button == 1) // right
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move_amount = 1;
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else if(button == 2) // middle
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move_amount = MYMIN(m_selected_amount, 10);
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else // left
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move_amount = m_selected_amount;
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}
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else if(getAbsoluteClippingRect().isPointInside(m_pointer))
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{
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// Clicked somewhere else: deselect
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m_selected_amount = 0;
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}
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else
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{
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/*
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Select if nonempty
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*/
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assert(inv_s);
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InventoryList *list = inv_s->getList(s.listname);
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if(list && !list->getItem(s.i).empty())
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{
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m_selected_item = new ItemSpec(s);
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}
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// Clicked outside of the window: drop
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if(button == 1) // right
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drop_amount = 1;
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else if(button == 2) // middle
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drop_amount = MYMIN(m_selected_amount, 10);
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else // left
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drop_amount = m_selected_amount;
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}
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}
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else if(m_selected_item)
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}
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else if(updown == 1)
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{
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// Some mouse button has been released
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//infostream<<"Mouse button "<<button<<" released at p=("
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// <<p.X<<","<<p.Y<<")"<<std::endl;
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if(m_selected_item != NULL && m_selected_dragging && s.isValid())
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{
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// If moved outside the menu, drop.
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// (Otherwise abort inventory action.)
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if(getAbsoluteClippingRect().isPointInside(m_pointer))
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if((inv_selected != inv_s) ||
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(m_selected_item->listname != s.listname) ||
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(m_selected_item->i != s.i))
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{
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// Inside menu
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remove_selection = true;
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}
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else
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{
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// Outside of menu
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Inventory *inv_from = inv_selected;
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assert(inv_from);
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InventoryList *list_from =
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inv_from->getList(m_selected_item->listname);
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if(list_from == NULL)
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infostream<<"from list doesn't exist"<<std::endl;
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if(list_from && !list_from->getItem(m_selected_item->i).empty())
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{
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infostream<<"Handing IACTION_DROP to manager"<<std::endl;
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IDropAction *a = new IDropAction();
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a->count = amount;
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a->from_inv = m_selected_item->inventoryloc;
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a->from_list = m_selected_item->listname;
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a->from_i = m_selected_item->i;
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m_invmgr->inventoryAction(a);
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if(amount == 0 || list_from->getItem(m_selected_item->i).count<=amount)
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remove_selection = true;
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}
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// Dragged to different slot: move all selected
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move_amount = m_selected_amount;
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}
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}
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else if(m_selected_item != NULL && m_selected_dragging &&
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!(getAbsoluteClippingRect().isPointInside(m_pointer)))
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{
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// Dragged outside of window: drop all selected
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drop_amount = m_selected_amount;
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}
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if(remove_selection)
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m_selected_dragging = false;
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}
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// Possibly send inventory action to server
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if(move_amount > 0)
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{
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// Send IACTION_MOVE
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assert(m_selected_item && m_selected_item->isValid());
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assert(s.isValid());
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assert(inv_selected && inv_s);
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InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
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InventoryList *list_to = inv_s->getList(s.listname);
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assert(list_from && list_to);
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ItemStack stack_from = list_from->getItem(m_selected_item->i);
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ItemStack stack_to = list_to->getItem(s.i);
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// Check how many items can be moved
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move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
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ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
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if(leftover.count == stack_from.count)
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{
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delete m_selected_item;
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m_selected_item = NULL;
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// Swap the stacks
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}
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else if(leftover.empty())
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{
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// Item fits
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}
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else
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{
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// Item only fits partially
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move_amount -= leftover.count;
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}
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assert(move_amount > 0 && move_amount <= m_selected_amount);
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m_selected_amount -= move_amount;
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infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = move_amount;
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a->from_inv = m_selected_item->inventoryloc;
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a->from_list = m_selected_item->listname;
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a->from_i = m_selected_item->i;
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a->to_inv = s.inventoryloc;
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a->to_list = s.listname;
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a->to_i = s.i;
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m_invmgr->inventoryAction(a);
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}
|
||||
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)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue