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/* ShipInfoPanel.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "ShipInfoPanel.h"
#include "text/Alignment.h"
#include "audio/Audio.h"
#include "CategoryList.h"
#include "CategoryType.h"
#include "Command.h"
#include "Dialog.h"
#include "text/DisplayText.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Information.h"
#include "Interface.h"
#include "shader/LineShader.h"
#include "LogbookPanel.h"
#include "Messages.h"
#include "MissionPanel.h"
#include "shader/OutlineShader.h"
#include "PlayerInfo.h"
#include "PlayerInfoPanel.h"
#include "Rectangle.h"
#include "Ship.h"
#include "ShipNameDialog.h"
#include "image/Sprite.h"
#include "shader/SpriteShader.h"
#include "text/Table.h"
#include "text/Truncate.h"
#include "UI.h"
#include <algorithm>
#include <cmath>
#include <ranges>
using namespace std;
namespace {
constexpr double WIDTH = 250.;
constexpr int COLUMN_WIDTH = static_cast<int>(WIDTH) - 20;
}
ShipInfoPanel::ShipInfoPanel(PlayerInfo &player)
: ShipInfoPanel(player, InfoPanelState(player))
{
}
ShipInfoPanel::ShipInfoPanel(PlayerInfo &player, InfoPanelState state)
: player(player), panelState(std::move(state))
{
shipIt = this->panelState.Ships().begin();
Audio::Pause();
SetInterruptible(false);
// If a valid ship index was given, show that ship.
if(static_cast<unsigned>(panelState.SelectedIndex()) < player.Ships().size())
shipIt += panelState.SelectedIndex();
else if(player.Flagship())
{
// Find the player's flagship. It may not be first in the list, if the
// first item in the list cannot be a flagship.
while(shipIt != this->panelState.Ships().end() && shipIt->get() != player.Flagship())
++shipIt;
}
UpdateInfo();
}
ShipInfoPanel::~ShipInfoPanel()
{
Audio::Resume();
}
void ShipInfoPanel::Step()
{
DoHelp("ship info");
}
void ShipInfoPanel::Draw()
{
// Dim everything behind this panel.
DrawBackdrop();
// Fill in the information for how this interface should be drawn.
Information interfaceInfo;
interfaceInfo.SetCondition("ship tab");
if(panelState.CanEdit() && shipIt != panelState.Ships().end()
&& (shipIt->get() != player.Flagship() || (*shipIt)->IsParked()))
{
if(!(*shipIt)->IsDisabled())
interfaceInfo.SetCondition("can park");
interfaceInfo.SetCondition((*shipIt)->IsParked() ? "show unpark" : "show park");
interfaceInfo.SetCondition("show disown");
}
else if(!panelState.CanEdit())
{
interfaceInfo.SetCondition("show dump");
if(CanDump())
interfaceInfo.SetCondition("enable dump");
}
if(player.Ships().size() > 1)
interfaceInfo.SetCondition("five buttons");
else
interfaceInfo.SetCondition("three buttons");
if(player.HasLogs())
interfaceInfo.SetCondition("enable logbook");
// Draw the interface.
const Interface *infoPanelUi = GameData::Interfaces().Get("info panel");
infoPanelUi->Draw(interfaceInfo, this);
// Draw all the different information sections.
ClearZones();
if(shipIt == panelState.Ships().end())
return;
Rectangle cargoBounds = infoPanelUi->GetBox("cargo");
DrawShipStats(infoPanelUi->GetBox("stats"));
DrawOutfits(infoPanelUi->GetBox("outfits"), cargoBounds);
DrawWeapons(infoPanelUi->GetBox("weapons"));
DrawCargo(cargoBounds);
// If the player hovers their mouse over a ship attribute, show its tooltip.
info.DrawTooltips();
}
bool ShipInfoPanel::KeyDown(SDL_Keycode key, Uint16 mod, const Command &command, bool /* isNewPress */)
{
bool control = (mod & (KMOD_CTRL | KMOD_GUI));
bool shift = (mod & KMOD_SHIFT);
if(key == 'd' || key == SDLK_ESCAPE || (key == 'w' && control))
GetUI()->Pop(this);
else if(command.Has(Command::HELP))
DoHelp("ship info", true);
else if(!player.Ships().empty() && ((key == 'p' && !shift) || key == SDLK_LEFT || key == SDLK_UP))
{
if(shipIt == panelState.Ships().begin())
shipIt = panelState.Ships().end();
--shipIt;
UpdateInfo();
}
else if(!panelState.Ships().empty() && (key == 'n' || key == SDLK_RIGHT || key == SDLK_DOWN))
{
++shipIt;
if(shipIt == panelState.Ships().end())
shipIt = panelState.Ships().begin();
UpdateInfo();
}
else if(key == 'i' || command.Has(Command::INFO) || (control && key == SDLK_TAB))
{
GetUI()->Pop(this);
GetUI()->Push(new PlayerInfoPanel(player, std::move(panelState)));
}
else if(key == 'R' || (key == 'r' && shift))
GetUI()->Push(new ShipNameDialog(this, &ShipInfoPanel::Rename, "Change this ship's name?", (*shipIt)->GivenName()));
else if(panelState.CanEdit() && (key == 'P' || (key == 'p' && shift) || key == 'k'))
{
if(shipIt->get() != player.Flagship() || (*shipIt)->IsParked())
player.ParkShip(shipIt->get(), !(*shipIt)->IsParked());
}
else if(panelState.CanEdit() && key == 'D')
{
if(shipIt->get() != player.Flagship())
{
map<const Outfit*, int> uniqueOutfits;
auto AddToUniques = [&uniqueOutfits] (const std::map<const Outfit *, int> &outfits)
{
for(const auto &it : outfits)
if(it.first->Attributes().Get("unique"))
uniqueOutfits[it.first] += it.second;
};
AddToUniques(shipIt->get()->Outfits());
AddToUniques(shipIt->get()->Cargo().Outfits());
string message = "Are you sure you want to disown \""
+ shipIt->get()->GivenName()
+ "\"? Disowning a ship rather than selling it means you will not get any money for it.";
if(!uniqueOutfits.empty())
{
const int uniquesSize = uniqueOutfits.size();
const int detailedOutfitSize = (uniquesSize > 20 ? 19 : uniquesSize);
message += "\nThe following unique items carried by the ship will be lost:";
auto it = uniqueOutfits.begin();
for(int i = 0; i < detailedOutfitSize; ++i)
{
message += "\n" + to_string(it->second) + " "
+ (it->second == 1 ? it->first->DisplayName() : it->first->PluralName());
++it;
}
if(it != uniqueOutfits.end())
{
int otherUniquesCount = 0;
for( ; it != uniqueOutfits.end(); ++it)
otherUniquesCount += it->second;
message += "\nand " + to_string(otherUniquesCount) + " other unique outfits";
}
}
GetUI()->Push(new Dialog(this, &ShipInfoPanel::Disown, message));
}
}
else if(key == 'c' && CanDump())
{
int commodities = (*shipIt)->Cargo().CommoditiesSize();
int amount = (*shipIt)->Cargo().Get(selectedCommodity);
int plunderAmount = (*shipIt)->Cargo().Get(selectedPlunder);
if(amount)
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::DumpCommodities,
"How many tons of " + Format::LowerCase(selectedCommodity)
+ " do you want to jettison?", amount));
}
else if(plunderAmount > 0 && selectedPlunder->Get("installable") < 0.)
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::DumpPlunder,
"How many tons of " + Format::LowerCase(selectedPlunder->DisplayName())
+ " do you want to jettison?", plunderAmount));
}
else if(plunderAmount == 1)
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::Dump,
"Are you sure you want to jettison a " + selectedPlunder->DisplayName() + "?"));
}
else if(plunderAmount > 1)
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::DumpPlunder,
"How many " + selectedPlunder->PluralName() + " do you want to jettison?",
plunderAmount));
}
else if(commodities)
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::Dump,
"Are you sure you want to jettison all of this ship's regular cargo?"));
}
else
{
GetUI()->Push(new Dialog(this, &ShipInfoPanel::Dump,
"Are you sure you want to jettison all of this ship's cargo?"));
}
}
else if(command.Has(Command::MAP) || key == 'm')
GetUI()->Push(new MissionPanel(player));
else if(key == 'l' && player.HasLogs())
GetUI()->Push(new LogbookPanel(player));
else
return false;
return true;
}
bool ShipInfoPanel::Click(int x, int y, MouseButton button, int /* clicks */)
{
if(button != MouseButton::LEFT)
return false;
if(shipIt == panelState.Ships().end())
return true;
draggingIndex = -1;
if(panelState.CanEdit() && hoverIndex >= 0 && (**shipIt).GetSystem() == player.GetSystem() && !(**shipIt).IsDisabled())
draggingIndex = hoverIndex;
selectedCommodity.clear();
selectedPlunder = nullptr;
Point point(x, y);
for(const auto &zone : commodityZones)
if(zone.Contains(point))
selectedCommodity = zone.Value();
for(const auto &zone : plunderZones)
if(zone.Contains(point))
selectedPlunder = zone.Value();
return true;
}
bool ShipInfoPanel::Hover(int x, int y)
{
Point point(x, y);
info.Hover(point);
return Hover(point);
}
bool ShipInfoPanel::Drag(double dx, double dy)
{
return Hover(hoverPoint + Point(dx, dy));
}
bool ShipInfoPanel::Release(int /* x */, int /* y */, MouseButton button)
{
if(button != MouseButton::LEFT)
return false;
if(draggingIndex >= 0 && hoverIndex >= 0 && hoverIndex != draggingIndex)
(**shipIt).GetArmament().Swap(hoverIndex, draggingIndex);
draggingIndex = -1;
return true;
}
void ShipInfoPanel::UpdateInfo()
{
draggingIndex = -1;
hoverIndex = -1;
ClearZones();
if(shipIt == panelState.Ships().end())
return;
const Ship &ship = **shipIt;
info.Update(ship, player);
if(player.Flagship() && ship.GetSystem() == player.GetSystem() && &ship != player.Flagship())
{
player.Flagship()->SetTargetShip(*shipIt);
player.SelectShip(shipIt->get(), false);
}
outfits.clear();
for(const auto &it : ship.Outfits())
outfits[it.first->Category()].push_back(it.first);
panelState.SelectOnly(shipIt - panelState.Ships().begin());
}
void ShipInfoPanel::ClearZones()
{
zones.clear();
commodityZones.clear();
plunderZones.clear();
}
void ShipInfoPanel::DrawShipStats(const Rectangle &bounds)
{
// Check that the specified area is big enough.
if(bounds.Width() < WIDTH)
return;
// Colors to draw with.
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
const Ship &ship = **shipIt;
// Two columns of opposite alignment are used to simulate a single visual column.
Table table;
table.AddColumn(0, {COLUMN_WIDTH, Alignment::LEFT});
table.AddColumn(COLUMN_WIDTH, {COLUMN_WIDTH, Alignment::RIGHT, Truncate::MIDDLE});
table.SetUnderline(0, COLUMN_WIDTH);
table.DrawAt(bounds.TopLeft() + Point(10., 8.));
table.DrawTruncatedPair("ship:", dim, ship.GivenName(), bright, Truncate::MIDDLE, true);
info.DrawAttributes(table.GetRowBounds().TopLeft() - Point(10., 10.));
}
void ShipInfoPanel::DrawOutfits(const Rectangle &bounds, Rectangle &cargoBounds)
{
// Check that the specified area is big enough.
if(bounds.Width() < WIDTH)
return;
// Colors to draw with.
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
const Ship &ship = **shipIt;
// Two columns of opposite alignment are used to simulate a single visual column.
Table table;
table.AddColumn(0, {COLUMN_WIDTH, Alignment::LEFT});
table.AddColumn(COLUMN_WIDTH, {COLUMN_WIDTH, Alignment::RIGHT});
table.SetUnderline(0, COLUMN_WIDTH);
Point start = bounds.TopLeft() + Point(10., 8.);
table.DrawAt(start);
// Draw the outfits in the same order used in the outfitter.
for(const auto &cat : GameData::GetCategory(CategoryType::OUTFIT))
{
const string &category = cat.Name();
if(category.empty())
continue;
auto it = outfits.find(category);
if(it == outfits.end())
continue;
auto validOutfits = std::ranges::filter_view(it->second,
[](const Outfit *outfit){ return outfit->IsDefined() && !outfit->DisplayName().empty(); });
if(validOutfits.empty())
continue;
// Skip to the next column if there is no space for this category label
// plus at least one outfit.
if(table.GetRowBounds().Bottom() + 40. > bounds.Bottom())
{
start += Point(WIDTH, 0.);
if(start.X() + COLUMN_WIDTH > bounds.Right())
break;
table.DrawAt(start);
}
// Draw the category label.
table.Draw(category, bright);
table.Advance();
for(const Outfit *outfit : validOutfits)
{
// Check if we've gone below the bottom of the bounds.
if(table.GetRowBounds().Bottom() > bounds.Bottom())
{
start += Point(WIDTH, 0.);
if(start.X() + COLUMN_WIDTH > bounds.Right())
break;
table.DrawAt(start);
table.Draw(category, bright);
table.Advance();
}
// Draw the outfit name and count.
table.DrawTruncatedPair(outfit->DisplayName(), dim,
to_string(ship.OutfitCount(outfit)), bright, Truncate::BACK, false);
}
// Add an extra gap in between categories.
table.DrawGap(10.);
}
// Check if this information spilled over into the cargo column.
if(table.GetPoint().X() >= cargoBounds.Left())
{
double startY = table.GetRowBounds().Top() - 8.;
cargoBounds = Rectangle::WithCorners(
Point(cargoBounds.Left(), startY),
Point(cargoBounds.Right(), max(startY, cargoBounds.Bottom())));
}
}
void ShipInfoPanel::DrawWeapons(const Rectangle &bounds)
{
// Colors to draw with.
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
const Font &font = FontSet::Get(14);
const Ship &ship = **shipIt;
// Figure out how much to scale the sprite by.
const Sprite *sprite = ship.GetSprite();
double scale = 0.;
if(sprite)
scale = min(1., min((WIDTH - 10) / sprite->Width(), (WIDTH - 10) / sprite->Height()));
// Figure out the left- and right-most hardpoints on the ship. If they are
// too far apart, the scale may need to be reduced.
// Also figure out how many weapons of each type are on each side.
double maxX = 0.;
int count[2][2] = {{0, 0}, {0, 0}};
for(const Hardpoint &hardpoint : ship.Weapons())
{
// Multiply hardpoint X by 2 to convert to sprite pixels.
maxX = max(maxX, fabs(2. * hardpoint.GetPoint().X()));
++count[hardpoint.GetPoint().X() >= 0.][hardpoint.IsTurret()];
}
// If necessary, shrink the sprite to keep the hardpoints inside the labels.
// The width of this UI block will be 2 * (LABEL_WIDTH + HARDPOINT_DX).
static const double LABEL_WIDTH = 150.;
static const double LABEL_DX = 95.;
static const double LABEL_PAD = 5.;
if(maxX > (LABEL_DX - LABEL_PAD))
scale = min(scale, (LABEL_DX - LABEL_PAD) / (2. * maxX));
// Draw the ship, using the black silhouette swizzle.
if(sprite)
{
SpriteShader::Draw(sprite, bounds.Center(), scale, GameData::Swizzles().Get("28"));
OutlineShader::Draw(sprite, bounds.Center(), scale * Point(sprite->Width(), sprite->Height()), Color(.5f));
}
// Figure out how tall each part of the weapon listing will be.
int gunRows = max(count[0][0], count[1][0]);
int turretRows = max(count[0][1], count[1][1]);
// If there are both guns and turrets, add a gap of ten pixels.
double height = 20. * (gunRows + turretRows) + 10. * (gunRows && turretRows);
double gunY = bounds.Top() + .5 * (bounds.Height() - height);
double turretY = gunY + 20. * gunRows + 10. * (gunRows != 0);
double nextY[2][2] = {
{gunY + 20. * (gunRows - count[0][0]), turretY + 20. * (turretRows - count[0][1])},
{gunY + 20. * (gunRows - count[1][0]), turretY + 20. * (turretRows - count[1][1])}};
int index = 0;
const double centerX = bounds.Center().X();
const double labelCenter[2] = {centerX - .5 * LABEL_WIDTH - LABEL_DX, centerX + LABEL_DX + .5 * LABEL_WIDTH};
const double fromX[2] = { centerX - LABEL_DX + LABEL_PAD, centerX + LABEL_DX - LABEL_PAD};
static const double LINE_HEIGHT = 20.;
static const double TEXT_OFF = .5 * (LINE_HEIGHT - font.Height());
static const Point LINE_SIZE(LABEL_WIDTH, LINE_HEIGHT);
Point topFrom;
Point topTo;
Color topColor;
bool hasTop = false;
auto layout = Layout(static_cast<int>(LABEL_WIDTH), Truncate::BACK);
for(const Hardpoint &hardpoint : ship.Weapons())
{
string name = "[empty]";
if(hardpoint.GetOutfit())
name = hardpoint.GetOutfit()->DisplayName();
bool isRight = (hardpoint.GetPoint().X() >= 0.);
bool isTurret = hardpoint.IsTurret();
double &y = nextY[isRight][isTurret];
double x = centerX + (isRight ? LABEL_DX : -LABEL_DX - LABEL_WIDTH);
bool isHover = (index == hoverIndex);
layout.align = isRight ? Alignment::LEFT : Alignment::RIGHT;
font.Draw({name, layout}, Point(x, y + TEXT_OFF), isHover ? bright : dim);
Point zoneCenter(labelCenter[isRight], y + .5 * LINE_HEIGHT);
zones.emplace_back(zoneCenter, LINE_SIZE, index);
// Determine what color to use for the line.
Color color;
if(isTurret)
color = *GameData::Colors().Get(isHover ? "player info hardpoint turret hover"
: "player info hardpoint turret");
else
color = *GameData::Colors().Get(isHover ? "player info hardpoint gun hover"
: "player info hardpoint gun");
// Draw the line.
Point from(fromX[isRight], zoneCenter.Y());
Point to = bounds.Center() + (2. * scale) * hardpoint.GetPoint();
DrawLine(from, to, color);
if(isHover)
{
topFrom = from;
topTo = to;
topColor = color;
hasTop = true;
}
y += LINE_HEIGHT;
++index;
}
// Make sure the line for whatever hardpoint we're hovering is always on top.
if(hasTop)
DrawLine(topFrom, topTo, topColor);
// Re-positioning weapons.
if(draggingIndex >= 0)
{
const Outfit *outfit = ship.Weapons()[draggingIndex].GetOutfit();
string name = outfit ? outfit->DisplayName() : "[empty]";
Point pos(hoverPoint.X() - .5 * font.Width(name), hoverPoint.Y());
font.Draw(name, pos + Point(1., 1.), Color(0., 1.));
font.Draw(name, pos, bright);
}
}
void ShipInfoPanel::DrawCargo(const Rectangle &bounds)
{
Color dim = *GameData::Colors().Get("medium");
Color bright = *GameData::Colors().Get("bright");
Color backColor = *GameData::Colors().Get("faint");
const Ship &ship = **shipIt;
// Cargo list: show pooled cargo instead if the ship to display is landed together with the flagship.
const bool showPooled = ship.GetPlanet() == player.GetPlanet() && player.Cargo().Used();
const CargoHold &cargo = (showPooled ? player.Cargo() : ship.Cargo());
Table table;
table.AddColumn(0, {COLUMN_WIDTH, Alignment::LEFT});
table.AddColumn(COLUMN_WIDTH, {COLUMN_WIDTH, Alignment::RIGHT});
table.SetUnderline(-5, COLUMN_WIDTH + 5);
table.DrawAt(bounds.TopLeft() + Point(10., 8.));
double endY = bounds.Bottom() - 30. * (cargo.Passengers() != 0);
bool hasSpace = (table.GetRowBounds().Bottom() < endY);
if((cargo.CommoditiesSize() || cargo.HasOutfits() || cargo.MissionCargoSize()) && hasSpace)
{
table.Draw("Cargo", bright);
table.Advance();
hasSpace = (table.GetRowBounds().Bottom() < endY);
}
if(cargo.CommoditiesSize() && hasSpace)
{
for(const auto &it : cargo.Commodities())
{
if(!it.second)
continue;
commodityZones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), it.first);
if(it.first == selectedCommodity)
table.DrawHighlight(backColor);
table.Draw(it.first, dim);
table.Draw(to_string(it.second), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
{
hasSpace = false;
break;
}
}
table.DrawGap(10.);
}
if(cargo.HasOutfits() && hasSpace)
{
for(const auto &it : cargo.Outfits())
{
if(!it.second)
continue;
plunderZones.emplace_back(table.GetCenterPoint(), table.GetRowSize(), it.first);
if(it.first == selectedPlunder)
table.DrawHighlight(backColor);
// For outfits, show how many of them you have and their total mass.
bool isSingular = (it.second == 1 || it.first->Get("installable") < 0.);
string name = (isSingular ? it.first->DisplayName() : it.first->PluralName());
if(!isSingular)
name += " (" + to_string(it.second) + "x)";
table.Draw(name, dim);
double mass = it.first->Mass() * it.second;
table.Draw(Format::Number(mass), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
{
hasSpace = false;
break;
}
}
table.DrawGap(10.);
}
if(cargo.HasMissionCargo() && hasSpace)
{
for(const auto &it : cargo.MissionCargo())
{
// Capitalize the name of the cargo.
table.Draw(Format::Capitalize(it.first->Cargo()), dim);
table.Draw(to_string(it.second), bright);
// Truncate the list if there is not enough space.
if(table.GetRowBounds().Bottom() >= endY)
break;
}
table.DrawGap(10.);
}
if(cargo.Passengers() && endY >= bounds.Top())
{
table.DrawAt(Point(bounds.Left(), endY) + Point(10., 8.));
table.Draw("passengers:", dim);
table.Draw(to_string(cargo.Passengers()), bright);
}
}
void ShipInfoPanel::DrawLine(const Point &from, const Point &to, const Color &color) const
{
Color black(0.f, 1.f);
Point mid(to.X(), from.Y());
LineShader::Draw(from, mid, 2.f, black);
LineShader::Draw(mid, to, 2.f, black);
LineShader::Draw(from, mid, 1.f, color);
LineShader::Draw(mid, to, 1.f, color);
}
bool ShipInfoPanel::Hover(const Point &point)
{
if(shipIt == panelState.Ships().end())
return true;
hoverPoint = point;
hoverIndex = -1;
const vector<Hardpoint> &weapons = (**shipIt).Weapons();
bool dragIsTurret = (draggingIndex >= 0 && weapons[draggingIndex].IsTurret());
for(const auto &zone : zones)
{
bool isTurret = weapons[zone.Value()].IsTurret();
if(zone.Contains(hoverPoint) && (draggingIndex == -1 || isTurret == dragIsTurret))
hoverIndex = zone.Value();
}
return true;
}
void ShipInfoPanel::Rename(const string &name)
{
if(shipIt != panelState.Ships().end() && !name.empty())
{
player.RenameShip(shipIt->get(), name);
UpdateInfo();
}
}
bool ShipInfoPanel::CanDump() const
{
if(panelState.CanEdit() || shipIt == panelState.Ships().end())
return false;
CargoHold &cargo = (*shipIt)->Cargo();
return (selectedPlunder && cargo.Get(selectedPlunder) > 0) || cargo.CommoditiesSize() || cargo.OutfitsSize();
}
void ShipInfoPanel::Dump()
{
if(!CanDump())
return;
CargoHold &cargo = (*shipIt)->Cargo();
int commodities = (*shipIt)->Cargo().CommoditiesSize();
int amount = cargo.Get(selectedCommodity);
int plunderAmount = cargo.Get(selectedPlunder);
int64_t loss = 0;
if(amount)
{
int64_t basis = player.GetBasis(selectedCommodity, amount);
loss += basis;
player.AdjustBasis(selectedCommodity, -basis);
(*shipIt)->Jettison(selectedCommodity, amount);
}
else if(plunderAmount > 0)
{
loss += plunderAmount * selectedPlunder->Cost();
(*shipIt)->Jettison(selectedPlunder, plunderAmount);
}
else if(commodities)
{
for(const auto &it : cargo.Commodities())
{
int64_t basis = player.GetBasis(it.first, it.second);
loss += basis;
player.AdjustBasis(it.first, -basis);
(*shipIt)->Jettison(it.first, it.second);
}
}
else
{
for(const auto &it : cargo.Outfits())
{
loss += it.first->Cost() * max(0, it.second);
(*shipIt)->Jettison(it.first, it.second);
}
}
selectedCommodity.clear();
selectedPlunder = nullptr;
info.Update(**shipIt, player);
if(loss)
Messages::Add("You jettisoned " + Format::CreditString(loss) + " worth of cargo."
, Messages::Importance::High);
}
void ShipInfoPanel::DumpPlunder(int count)
{
int64_t loss = 0;
count = min(count, (*shipIt)->Cargo().Get(selectedPlunder));
if(count > 0)
{
loss += count * selectedPlunder->Cost();
(*shipIt)->Jettison(selectedPlunder, count);
info.Update(**shipIt, player);
if(loss)
Messages::Add("You jettisoned " + Format::CreditString(loss) + " worth of cargo."
, Messages::Importance::High);
}
}
void ShipInfoPanel::DumpCommodities(int count)
{
int64_t loss = 0;
count = min(count, (*shipIt)->Cargo().Get(selectedCommodity));
if(count > 0)
{
int64_t basis = player.GetBasis(selectedCommodity, count);
loss += basis;
player.AdjustBasis(selectedCommodity, -basis);
(*shipIt)->Jettison(selectedCommodity, count);
info.Update(**shipIt, player);
if(loss)
Messages::Add("You jettisoned " + Format::CreditString(loss) + " worth of cargo."
, Messages::Importance::High);
}
}
void ShipInfoPanel::Disown()
{
// Make sure a ship really is selected.
if(shipIt == panelState.Ships().end() || shipIt->get() == player.Flagship())
return;
const auto ship = shipIt;
if(shipIt != panelState.Ships().begin())
--shipIt;
player.DisownShip(ship->get());
panelState.Disown(ship);
UpdateInfo();
}
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