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OpenMW/apps/openmw/mwgui/inventorywindow.hpp
2023-10-30 11:20:34 +08:00

146 lines
3.5 KiB
C++

#ifndef MGUI_Inventory_H
#define MGUI_Inventory_H
#include "mode.hpp"
#include "windowpinnablebase.hpp"
#include "../mwrender/characterpreview.hpp"
#include "../mwworld/ptr.hpp"
namespace osg
{
class Group;
}
namespace Resource
{
class ResourceSystem;
}
namespace MWGui
{
namespace Widgets
{
class MWDynamicStat;
}
class ItemView;
class SortFilterItemModel;
class TradeItemModel;
class DragAndDrop;
class ItemModel;
class InventoryWindow : public WindowPinnableBase
{
public:
InventoryWindow(DragAndDrop* dragAndDrop, osg::Group* parent, Resource::ResourceSystem* resourceSystem);
void onOpen() override;
/// start trading, disables item drag&drop
void setTrading(bool trading);
void onFrame(float dt) override;
void pickUpObject(MWWorld::Ptr object);
MWWorld::Ptr getAvatarSelectedItem(int x, int y);
void rebuildAvatar();
SortFilterItemModel* getSortFilterModel();
TradeItemModel* getTradeModel();
ItemModel* getModel();
void updateItemView();
void updatePlayer();
void clear() override;
void useItem(const MWWorld::Ptr& ptr, bool force = false);
void setGuiMode(GuiMode mode);
/// Cycle to previous/next weapon
void cycle(bool next);
std::string_view getWindowIdForLua() const override { return "Inventory"; }
protected:
void onTitleDoubleClicked() override;
private:
DragAndDrop* mDragAndDrop;
int mSelectedItem;
std::optional<int> mEquippedStackableCount;
MWWorld::Ptr mPtr;
MWGui::ItemView* mItemView;
SortFilterItemModel* mSortModel;
TradeItemModel* mTradeModel;
MyGUI::Widget* mAvatar;
MyGUI::ImageBox* mAvatarImage;
MyGUI::TextBox* mArmorRating;
Widgets::MWDynamicStat* mEncumbranceBar;
MyGUI::Widget* mLeftPane;
MyGUI::Widget* mRightPane;
MyGUI::Button* mFilterAll;
MyGUI::Button* mFilterWeapon;
MyGUI::Button* mFilterApparel;
MyGUI::Button* mFilterMagic;
MyGUI::Button* mFilterMisc;
MyGUI::EditBox* mFilterEdit;
GuiMode mGuiMode;
int mLastXSize;
int mLastYSize;
std::unique_ptr<MyGUI::ITexture> mPreviewTexture;
std::unique_ptr<MWRender::InventoryPreview> mPreview;
bool mTrading;
float mUpdateTimer;
void toggleMaximized();
void onItemSelected(int index);
void onItemSelectedFromSourceModel(int index);
void onBackgroundSelected();
void sellItem(MyGUI::Widget* sender, int count);
void dragItem(MyGUI::Widget* sender, int count);
void onWindowResize(MyGUI::Window* _sender);
void onFilterChanged(MyGUI::Widget* _sender);
void onNameFilterChanged(MyGUI::EditBox* _sender);
void onAvatarClicked(MyGUI::Widget* _sender);
void onPinToggled() override;
void updateEncumbranceBar();
void notifyContentChanged();
void dirtyPreview();
void updatePreviewSize();
void updateArmorRating();
MyGUI::IntSize getPreviewViewportSize() const;
osg::Vec2f mapPreviewWindowToViewport(int x, int y) const;
void adjustPanes();
/// Unequips count items from mSelectedItem, if it is equipped, and then updates mSelectedItem in case the items
/// were re-stacked
void ensureSelectedItemUnequipped(int count);
};
}
#endif // Inventory_H