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OpenMW/apps/openmw/mwgui/inventorywindow.hpp

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#ifndef MGUI_Inventory_H
#define MGUI_Inventory_H
#include "container.hpp"
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#include "window_pinnable_base.hpp"
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namespace MWWorld
{
class Environment;
}
namespace MyGUI
{
class Gui;
class Widget;
}
namespace MWGui
{
class WindowManager;
}
namespace MWGui
{
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class InventoryWindow : public ContainerBase, public WindowPinnableBase
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{
public:
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InventoryWindow(WindowManager& parWindowManager,DragAndDrop* dragAndDrop);
void openInventory();
protected:
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MyGUI::Widget* mAvatar;
MyGUI::TextBox* mArmorRating;
MyGUI::ProgressBar* mEncumbranceBar;
MyGUI::TextBox* mEncumbranceText;
MyGUI::Widget* mLeftPane;
MyGUI::Widget* mRightPane;
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MyGUI::Button* mFilterAll;
MyGUI::Button* mFilterWeapon;
MyGUI::Button* mFilterApparel;
MyGUI::Button* mFilterMagic;
MyGUI::Button* mFilterMisc;
void onWindowResize(MyGUI::Window* _sender);
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void onFilterChanged(MyGUI::Widget* _sender);
void onAvatarClicked(MyGUI::Widget* _sender);
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void onPinToggled();
virtual bool isInventory() { return true; }
virtual std::vector<MWWorld::Ptr> getEquippedItems();
virtual void _unequipItem(MWWorld::Ptr item);
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};
}
#endif // Inventory_H