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/**
ControllerInventoryBar
Displays inventory slots and extra information.
@authors Zapper, Clonkonaut
*/
/*
inventory_slot contains an array of proplists with the following attributes:
ID: submenu ID. Unique in combination with the target == this
obj: last object that was shown here
hand: bool, whether select with a hand
quick: bool, whether this is the quick switch slot
*/
// HUD margin and size in tenths of em.
static const GUI_Controller_InventoryBar_IconMarginScreenTop = 5;
static const GUI_Controller_InventoryBar_IconSize = 20;
static const GUI_Controller_InventoryBar_IconMargin = 5;
local inventory_slots;
local inventory_gui_menu;
local inventory_gui_id;
/* GUI creation */
// For custom HUD graphics overload the following function as deemed fit.
func AssembleInventoryButton(int max_slots, int slot_number, proplist slot_info)
{
// The gui already exists, only update it with a new submenu
var pos = CalculateButtonPosition(slot_number, max_slots);
return
{
Target = this,
slot_number =
{
Priority = 3, // Make sure the slot number is drawn above the icon.
Style = GUI_TextTop,
Text = Format("%2d", slot_info.slot + 1)
},
quick_switch = // Shows quick switch control key if this is the quick switch slot
{
Priority = 3,
Style = GUI_NoCrop | GUI_TextHCenter | GUI_TextBottom,
Left = "-50%",
Right = "150%",
Top = Format(" %s%s", "20%", ToEmString(-2)),
Bottom = "20%",
Text = { Std = "", Quick = Format("<c dddd00>[%s]</c>", GetPlayerControlAssignment(GetOwner(), CON_QuickSwitch, true)), Selected = "" }
},
Style = GUI_NoCrop,
ID = slot_info.ID,
Symbol = {Std = Icon_Menu_Circle, Quick = Icon_Menu_Circle, Selected = Icon_Menu_CircleHighlight},
Left = pos.Left, Top = pos.Top, Right = pos.Right, Bottom = pos.Bottom,
count =
{
ID = 1000 + slot_info.ID,
Style = GUI_TextRight | GUI_TextBottom,
Text = nil,
Priority = 2
},
// Prepare (invisible) extra-slot display circle.
extra_slot =
{
Top = ToEmString(GUI_Controller_InventoryBar_IconSize),
Bottom = ToEmString(GUI_Controller_InventoryBar_IconSize + GUI_Controller_InventoryBar_IconSize/2),
Style = GUI_TextLeft,
Text = nil,
symbol =// used to display an infinity sign if necessary (Icon_Number)
{
Right = ToEmString(GUI_Controller_InventoryBar_IconSize/2),
GraphicsName = "Inf",
},
circle =// shows the item in the extra slot
{
Left = ToEmString(GUI_Controller_InventoryBar_IconSize/2),
Symbol = nil,
symbol = {}
}
},
overlay = // Custom inventory overlays can be shown here.
{
ID = 2000 + slot_info.ID
}
};
}
/* Creation / Destruction */
private func Construction()
{
inventory_slots = [];
inventory_gui_menu =
{
Target = this,
Player = NO_OWNER, // will be shown once a gui update occurs
Style = GUI_Multiple | GUI_IgnoreMouse | GUI_NoCrop
};
inventory_gui_id = GuiOpen(inventory_gui_menu);
return _inherited(...);
}
private func Destruction()
{
GuiClose(inventory_gui_id);
_inherited(...);
}
/* Callbacks */
public func OnCrewDisabled(object clonk)
{
ScheduleUpdateInventory();
return _inherited(clonk, ...);
}
public func OnCrewEnabled(object clonk)
{
ScheduleUpdateInventory();
return _inherited(clonk, ...);
}
public func OnCrewSelection(object clonk, bool deselect)
{
ScheduleUpdateInventory();
return _inherited(clonk, deselect, ...);
}
// call from HUDAdapter (Clonk)
public func OnSlotObjectChanged(int slot)
{
// refresh inventory
ScheduleUpdateInventory();
return _inherited(slot, ...);
}
// Updates the Inventory in 1 frame
public func ScheduleUpdateInventory()
{
if (!GetEffect("UpdateInventory", this))
AddEffect("UpdateInventory", this, 1, 1, this);
}
private func FxUpdateInventoryTimer()
{
UpdateInventory();
return FX_Execute_Kill;
}
/* Display */
private func UpdateInventory()
{
// only display if we have a clonk and it's not disabled
var clonk = GetCursor(GetOwner());
if(!clonk || !clonk->GetCrewEnabled())
{
if (inventory_gui_menu.Player != NO_OWNER)
{
inventory_gui_menu.Player = NO_OWNER;
GuiUpdate(inventory_gui_menu, inventory_gui_id);
}
return;
}
// Make sure inventory is visible
if (inventory_gui_menu.Player != GetOwner())
{
inventory_gui_menu.Player = GetOwner();
GuiUpdate(inventory_gui_menu, inventory_gui_id);
}
UpdateInventoryButtons(clonk);
// update inventory-slots
var hand_item_pos = clonk->~GetHandItemPos(0);
var quick_switch_slot = clonk->~GetQuickSwitchSlot();
for (var slot_info in inventory_slots)
{
var item = clonk->GetItem(slot_info.slot);
// Enable objects to provide a custom overlay for the icon slot.
// This could e.g. be used by special scenarios or third-party mods.
var custom_overlay = nil;
// For stacked objects, we will have multiple virtual objects in one slot.
var stack_count = nil;
if (item)
{
stack_count = item->~GetStackCount();
custom_overlay = item->~GetInventoryIconOverlay();
}
var needs_selection = hand_item_pos == slot_info.slot;
var needs_quick_switch = quick_switch_slot == slot_info.slot;
var has_extra_slot = item && item->~HasExtraSlot();
if ((!!item == slot_info.empty) || (item != slot_info.obj) || (needs_selection != slot_info.hand) || (needs_quick_switch != slot_info.quick) || (stack_count != slot_info.last_count) || has_extra_slot || slot_info.had_custom_overlay || custom_overlay)
{
// Hide or show extra-slot display?
var extra_slot_player = NO_OWNER;
var extra_symbol = nil;
var extra_symbol_stack_count = nil;
var contents = nil;
var extra_slot_background_symbol = nil;
if (has_extra_slot)
{
// Show!
contents = item->Contents(0);
if (contents)
{
extra_symbol = contents;
// Stack count: either actual stack count or stacked object count.
extra_symbol_stack_count = contents->~GetStackCount();
if (extra_symbol_stack_count == nil)
{
// Stack count fallback to actually stacked objects
extra_symbol_stack_count = item->ContentsCount(contents->GetID());
}
}
extra_slot_player = GetOwner();
extra_slot_background_symbol = Icon_Menu_Circle;
// And attach tracker..
var i = 0, e = nil;
var found = false;
while (e = GetEffect("ExtraSlotUpdater", item, i++))
{
if (e.CommandTarget != this) continue;
found = true;
break;
}
if (!found) AddEffect("ExtraSlotUpdater", item, 1, 30 + Random(60), this);
}
// What to display in the extra slot?
var extra_text = nil, number_symbol = nil;
if (extra_symbol && extra_symbol_stack_count)
{
if (contents->~IsInfiniteStackCount())
number_symbol = Icon_Number;
else extra_text = Format("%dx", extra_symbol_stack_count);
}
// Close a possible lingering custom overlay for that slot.
var custom_overlay_id = 2000 + slot_info.ID;
GuiClose(inventory_gui_id, custom_overlay_id, nil);
// Compose the update!
var update =
{
slot = { Symbol = item },
extra_slot =
{
Player = extra_slot_player,
Text = extra_text,
symbol =
{
Symbol = number_symbol
},
circle =
{
Symbol = extra_slot_background_symbol,
symbol = { Symbol = extra_symbol }
}
},
count =
{
Text = ""
}
};
if (item)
{
if (stack_count > 1 && !item->~IsInfiniteStackCount())
{
update.count.Text = Format("%dx", stack_count);
slot_info.last_count = stack_count;
}
}
else
{
slot_info.last_count = nil;
}
if (custom_overlay)
{
update.overlay = custom_overlay;
update.overlay.ID = custom_overlay_id;
slot_info.had_custom_overlay = true;
}
else
{
slot_info.had_custom_overlay = false;
}
GuiUpdate(update, inventory_gui_id, slot_info.ID, this);
var tag = "Std";
if (needs_quick_switch) tag = "Quick";
if (needs_selection) tag = "Selected";
GuiUpdateTag(tag, inventory_gui_id, slot_info.ID, this);
slot_info.hand = needs_selection;
slot_info.quick = needs_quick_switch;
slot_info.obj = item;
slot_info.empty = !item;
}
}
}
// Sets the inventory size to the currently selected clonk
private func UpdateInventoryButtons(object clonk)
{
var max_contents_count = clonk.MaxContentsCount;
var old_count = GetLength(inventory_slots);
// need to create more inventory buttons?
while (max_contents_count > GetLength(inventory_slots))
CreateNewInventoryButton(max_contents_count);
// need to remove some inventory buttons?
while (max_contents_count < GetLength(inventory_slots))
{
var slot_info = inventory_slots[-1];
GuiClose(inventory_gui_id, slot_info.ID, this);
SetLength(inventory_slots, GetLength(inventory_slots)-1);
}
// modifications occured? Adjust position of old slots
if (old_count != max_contents_count)
{
for (var i = 0; i < Min(old_count, max_contents_count); ++i)
{
var slot_info = inventory_slots[i];
var update = CalculateButtonPosition(i, max_contents_count);
GuiUpdate(update, inventory_gui_id, slot_info.ID, this);
}
}
}
// Insert an inventory slot into the inventory-bar
private func CreateNewInventoryButton(int max_slots)
{
var slot_number = GetLength(inventory_slots);
var slot_info =
{
slot = slot_number,
ID = slot_number + 1,
hand = false,
quick = false,
obj = nil,
empty = true
};
PushBack(inventory_slots, slot_info);
var slot = AssembleInventoryButton(max_slots, slot_number, slot_info);
GuiUpdate({_new_icon = slot}, inventory_gui_id);
}
// Calculates the position of a specific button and returns a proplist.
private func CalculateButtonPosition(int slot_number, int max_slots)
{
var pos_x_offset = -((GUI_Controller_InventoryBar_IconSize + GUI_Controller_InventoryBar_IconMargin) * max_slots - GUI_Controller_InventoryBar_IconMargin) / 2;
var pos_x = pos_x_offset + (GUI_Controller_InventoryBar_IconSize + GUI_Controller_InventoryBar_IconMargin) * slot_number;
var pos_y = GUI_Controller_InventoryBar_IconMarginScreenTop;
var pos =
{
Left = Format("50%%%s", ToEmString(pos_x)),
Top = Format("0%%%s", ToEmString(pos_y)),
Right = Format("50%%%s", ToEmString(pos_x + GUI_Controller_InventoryBar_IconSize)),
Bottom = Format("0%%%s", ToEmString(pos_y + GUI_Controller_InventoryBar_IconSize))
};
return pos;
}
private func FxExtraSlotUpdaterTimer(object target, proplist effect)
{
if (!this) return FX_Execute_Kill;
if (!target) return FX_Execute_Kill;
if (target->Contained() != GetCursor(GetOwner())) return FX_Execute_Kill;
return FX_OK;
}
private func FxExtraSlotUpdaterUpdate(object target, proplist effect)
{
if (this) ScheduleUpdateInventory();
}
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