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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 <http://www.gnu.org/licenses/>.
*
*/
#include "ags/shared/gui/gui_inv.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/engine/ac/draw.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/shared/gfx/bitmap.h"
namespace AGS3 {
namespace AGS {
namespace Shared {
bool GUIInvWindow::HasAlphaChannel() const {
// We would have to test every inventory item's graphic to tell precisely,
// so just test game color depth instead:
return _GP(game).GetColorDepth() == 32;
}
int GUIInvWindow::GetCharacterId() const {
if (CharId < 0)
return _GP(game).playercharacter;
return CharId;
}
void GUIInvWindow::Draw(Bitmap *ds, int x, int y) {
const bool enabled = IsGUIEnabled(this);
if (!enabled && (GUI::Options.DisabledStyle == kGuiDis_Blackout))
return;
// backwards compatibility
// TODO: find a way to not have this inside GUIInvWindow::Draw!
_GP(play).inv_numinline = ColCount;
_GP(play).inv_numdisp = RowCount * ColCount;
_GP(play).inv_numorder = _GP(charextra)[_GP(game).playercharacter].invorder_count;
// if the user changes top_inv_item, switch into backwards compat mode
if (_GP(play).inv_top != 0)
_GP(play).inv_backwards_compatibility = 1;
if (_GP(play).inv_backwards_compatibility)
TopItem = _GP(play).inv_top;
// draw the items
const int leftmost_x = x;
int at_x = x;
int at_y = y;
int lastItem = TopItem + (ColCount * RowCount);
if (lastItem > _GP(charextra)[GetCharacterId()].invorder_count)
lastItem = _GP(charextra)[GetCharacterId()].invorder_count;
for (int item = TopItem; item < lastItem; ++item) {
// draw inv graphic
draw_gui_sprite(ds, _GP(game).invinfo[_GP(charextra)[GetCharacterId()].invorder[item]].pic, at_x, at_y, true);
at_x += data_to_game_coord(ItemWidth);
// go to next row when appropriate
if ((item - TopItem) % ColCount == (ColCount - 1)) {
at_x = leftmost_x;
at_y += data_to_game_coord(ItemHeight);
}
}
if (!enabled &&
GUI::Options.DisabledStyle == kGuiDis_Greyout &&
_GP(play).inventory_greys_out == 1) {
// darken the inventory when disabled
GUI::DrawDisabledEffect(ds, RectWH(x, y, _width, _height));
}
}
} // namespace Shared
} // namespace AGS
} // namespace AGS3
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