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

117 lines
3.7 KiB
C++

#ifndef MWGUI_ITEM_MODEL_H
#define MWGUI_ITEM_MODEL_H
#include <memory>
#include "../mwworld/ptr.hpp"
namespace MWGui
{
class ItemModel;
/// @brief A single item stack managed by an item model
struct ItemStack
{
ItemStack(const MWWorld::Ptr& base, ItemModel* creator, size_t count);
ItemStack();
///< like operator==, only without checking mType
enum Type
{
Type_Barter,
Type_Equipped,
Type_Normal
};
Type mType;
enum Flags
{
Flag_Enchanted = (1 << 0),
Flag_Bound = (1 << 1)
};
int mFlags;
ItemModel* mCreator;
size_t mCount;
MWWorld::Ptr mBase;
};
bool operator==(const ItemStack& left, const ItemStack& right);
/// @brief The base class that all item models should derive from.
class ItemModel
{
public:
ItemModel();
virtual ~ItemModel() {}
typedef int ModelIndex; // -1 means invalid index
/// Throws for invalid index or out of range index
virtual ItemStack getItem(ModelIndex index) = 0;
/// The number of items in the model, this specifies the range of indices you can pass to
/// the getItem function (but this range is only valid until the next call to update())
virtual size_t getItemCount() = 0;
/// Returns an invalid index if the item was not found
virtual ModelIndex getIndex(const ItemStack& item) = 0;
/// Rebuild the item model, this will invalidate existing model indices
virtual void update() = 0;
/// Move items from this model to \a otherModel.
/// @note Derived implementations may return an empty Ptr if the move was unsuccessful.
virtual MWWorld::Ptr moveItem(const ItemStack& item, size_t count, ItemModel* otherModel);
virtual MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) = 0;
virtual void removeItem(const ItemStack& item, size_t count) = 0;
/// Is the player allowed to use items from this item model? (default true)
virtual bool allowedToUseItems() const;
virtual void onClose() {}
virtual bool onDropItem(const MWWorld::Ptr& item, int count);
virtual bool onTakeItem(const MWWorld::Ptr& item, int count);
virtual bool usesContainer(const MWWorld::Ptr& container) = 0;
private:
ItemModel(const ItemModel&);
ItemModel& operator=(const ItemModel&);
};
/// @brief A proxy item model can be used to filter or rearrange items from a source model (or even add new items to
/// it). The neat thing is that this does not actually alter the source model.
class ProxyItemModel : public ItemModel
{
public:
ProxyItemModel() = default;
virtual ~ProxyItemModel() = default;
bool allowedToUseItems() const override;
void onClose() override;
bool onDropItem(const MWWorld::Ptr& item, int count) override;
bool onTakeItem(const MWWorld::Ptr& item, int count) override;
MWWorld::Ptr copyItem(const ItemStack& item, size_t count, bool allowAutoEquip = true) override;
void removeItem(const ItemStack& item, size_t count) override;
ModelIndex getIndex(const ItemStack& item) override;
/// @note Takes ownership of the passed pointer.
void setSourceModel(std::unique_ptr<ItemModel> sourceModel);
ModelIndex mapToSource(ModelIndex index);
ModelIndex mapFromSource(ModelIndex index);
bool usesContainer(const MWWorld::Ptr& container) override;
protected:
std::unique_ptr<ItemModel> mSourceModel;
};
}
#endif