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OpenMW/apps/openmw/mwgui/containeritemmodel.hpp
2022-09-22 21:35:26 +03:00

52 lines
1.6 KiB
C++

#ifndef MWGUI_CONTAINER_ITEM_MODEL_H
#define MWGUI_CONTAINER_ITEM_MODEL_H
#include <utility>
#include <vector>
#include "itemmodel.hpp"
#include "../mwworld/containerstore.hpp"
namespace MWGui
{
/// @brief The container item model supports multiple item sources, which are needed for
/// making NPCs sell items from containers owned by them
class ContainerItemModel : public ItemModel
{
public:
ContainerItemModel(const std::vector<MWWorld::Ptr>& itemSources, const std::vector<MWWorld::Ptr>& worldItems);
///< @note The order of elements \a itemSources matters here. The first element has the highest priority for
///< removal,
/// while the last element will be used to add new items to.
ContainerItemModel(const MWWorld::Ptr& source);
bool allowedToUseItems() const override;
bool onDropItem(const MWWorld::Ptr& item, int count) override;
bool onTakeItem(const MWWorld::Ptr& item, int count) override;
ItemStack getItem(ModelIndex index) override;
ModelIndex getIndex(const ItemStack& item) override;
size_t getItemCount() override;
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
void removeItem(const ItemStack& item, size_t count) override;
void update() override;
bool usesContainer(const MWWorld::Ptr& container) override;
private:
std::vector<std::pair<MWWorld::Ptr, MWWorld::ResolutionHandle>> mItemSources;
std::vector<MWWorld::Ptr> mWorldItems;
const bool mTrading;
std::vector<ItemStack> mItems;
};
}
#endif