1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615
|
/* 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/engine/ac/inv_window.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/character_extras.h"
#include "ags/shared/ac/character_info.h"
#include "ags/engine/ac/draw.h"
#include "ags/engine/ac/event.h"
#include "ags/engine/ac/game_state.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/global_character.h"
#include "ags/engine/ac/global_display.h"
#include "ags/engine/ac/global_inventory_item.h"
#include "ags/engine/ac/global_room.h"
#include "ags/engine/ac/mouse.h"
#include "ags/shared/ac/sprite_cache.h"
#include "ags/engine/ac/sys_events.h"
#include "ags/engine/ac/timer.h"
#include "ags/engine/ac/dynobj/cc_character.h"
#include "ags/engine/ac/dynobj/cc_inventory.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/gui/gui_dialog.h"
#include "ags/shared/gui/gui_main.h"
#include "ags/engine/main/game_run.h"
#include "ags/engine/media/audio/audio_system.h"
#include "ags/engine/platform/base/ags_platform_driver.h"
#include "ags/engine/script/runtime_script_value.h"
#include "ags/shared/util/math.h"
#include "ags/shared/util/wgt2_allg.h"
#include "ags/shared/debugging/out.h"
#include "ags/engine/script/script_api.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/globals.h"
namespace AGS3 {
using namespace AGS::Shared;
// *** INV WINDOW FUNCTIONS
void InvWindow_SetCharacterToUse(GUIInvWindow *guii, CharacterInfo *chaa) {
if (chaa == nullptr)
guii->CharId = -1;
else
guii->CharId = chaa->index_id;
// reset to top of list
guii->TopItem = 0;
guii->MarkChanged();
}
CharacterInfo *InvWindow_GetCharacterToUse(GUIInvWindow *guii) {
if (guii->CharId < 0)
return nullptr;
return &_GP(game).chars[guii->CharId];
}
void InvWindow_SetItemWidth(GUIInvWindow *guii, int newwidth) {
guii->ItemWidth = newwidth;
guii->OnResized();
}
int InvWindow_GetItemWidth(GUIInvWindow *guii) {
return guii->ItemWidth;
}
void InvWindow_SetItemHeight(GUIInvWindow *guii, int newhit) {
guii->ItemHeight = newhit;
guii->OnResized();
}
int InvWindow_GetItemHeight(GUIInvWindow *guii) {
return guii->ItemHeight;
}
void InvWindow_SetTopItem(GUIInvWindow *guii, int topitem) {
if (guii->TopItem != topitem) {
guii->TopItem = topitem;
guii->MarkChanged();
}
}
int InvWindow_GetTopItem(GUIInvWindow *guii) {
return guii->TopItem;
}
int InvWindow_GetItemsPerRow(GUIInvWindow *guii) {
return guii->ColCount;
}
int InvWindow_GetItemCount(GUIInvWindow *guii) {
return _GP(charextra)[guii->GetCharacterId()].invorder_count;
}
int InvWindow_GetRowCount(GUIInvWindow *guii) {
return guii->RowCount;
}
void InvWindow_ScrollDown(GUIInvWindow *guii) {
if ((_GP(charextra)[guii->GetCharacterId()].invorder_count) >
(guii->TopItem + (guii->ColCount * guii->RowCount))) {
guii->TopItem += guii->ColCount;
guii->MarkChanged();
}
}
void InvWindow_ScrollUp(GUIInvWindow *guii) {
if (guii->TopItem > 0) {
guii->TopItem -= guii->ColCount;
if (guii->TopItem < 0)
guii->TopItem = 0;
guii->MarkChanged();
}
}
ScriptInvItem *InvWindow_GetItemAtIndex(GUIInvWindow *guii, int index) {
if ((index < 0) || (index >= _GP(charextra)[guii->GetCharacterId()].invorder_count))
return nullptr;
return &_G(scrInv)[_GP(charextra)[guii->GetCharacterId()].invorder[index]];
}
//=============================================================================
int offset_over_inv(GUIInvWindow *inv) {
if (inv->ItemWidth <= 0 || inv->ItemHeight <= 0)
return -1;
int mover = _G(mouse_ifacebut_xoffs) / data_to_game_coord(inv->ItemWidth);
// if it's off the edge of the visible items, ignore
if (mover >= inv->ColCount)
return -1;
mover += (_G(mouse_ifacebut_yoffs) / data_to_game_coord(inv->ItemHeight)) * inv->ColCount;
if (mover >= inv->ColCount * inv->RowCount)
return -1;
mover += inv->TopItem;
if ((mover < 0) || (mover >= _GP(charextra)[inv->GetCharacterId()].invorder_count))
return -1;
return _GP(charextra)[inv->GetCharacterId()].invorder[mover];
}
//
// NOTE: This is an old default inventory screen implementation,
// which became completely obsolete after AGS 2.72.
//
#define ICONSPERLINE 4
struct DisplayInvItem {
int num;
int sprnum;
};
struct InventoryScreen {
static const int ARROWBUTTONWID = 11;
int BUTTONAREAHEIGHT;
int cmode;
int toret;
int top_item;
int num_visible_items;
int MAX_ITEMAREA_HEIGHT;
int wasonitem;
int bartop;
int barxp;
int numitems;
int widest;
int highest;
int windowwid;
int windowhit;
int windowxp;
int windowyp;
int buttonyp;
DisplayInvItem dii[MAX_INV];
int btn_look_sprite;
int btn_select_sprite;
int btn_ok_sprite;
int break_code;
void Prepare();
int Redraw();
void Draw(Bitmap *ds);
void RedrawOverItem(Bitmap *ds, int isonitem);
bool Run();
void Close();
};
InventoryScreen InvScr;
void InventoryScreen::Prepare() {
BUTTONAREAHEIGHT = get_fixed_pixel_size(30);
cmode = CURS_ARROW;
toret = -1;
top_item = 0;
num_visible_items = 0;
MAX_ITEMAREA_HEIGHT = ((_GP(play).GetUIViewport().GetHeight() - BUTTONAREAHEIGHT) - get_fixed_pixel_size(20));
_G(in_inv_screen)++;
_G(inv_screen_newroom) = -1;
// Sprites 2041, 2042 and 2043 were hardcoded in the older versions of
// the engine to be used in the built-in inventory window.
// If they did not exist engine first fell back to sprites 0, 1, 2 instead.
// Fun fact: this fallback does not seem to be intentional, and was a
// coincidental result of SpriteCache incorrectly remembering "last seek'd
// sprite" as 2041/2042/2043 while in fact stream was after sprite 0.
if (!_GP(spriteset).DoesSpriteExist(2041) || !_GP(spriteset).DoesSpriteExist(2042) || !_GP(spriteset).DoesSpriteExist(2043)) {
debug_script_warn("InventoryScreen: one or more of the inventory screen graphics (sprites 2041, 2042, 2043) does not exist, fallback to sprites 0, 1, 2 instead");
}
btn_look_sprite = _GP(spriteset).DoesSpriteExist(2041) ? 2041 : 0;
btn_select_sprite = _GP(spriteset).DoesSpriteExist(2042) ? 2042 : (_GP(spriteset).DoesSpriteExist(1) ? 1 : 0);
btn_ok_sprite = _GP(spriteset).DoesSpriteExist(2043) ? 2043 : (_GP(spriteset).DoesSpriteExist(2) ? 2 : 0);
break_code = 0;
}
int InventoryScreen::Redraw() {
numitems = 0;
widest = 0;
highest = 0;
if (_GP(charextra)[_GP(game).playercharacter].invorder_count < 0)
update_invorder();
if (_GP(charextra)[_GP(game).playercharacter].invorder_count == 0) {
DisplayMessage(996);
_G(in_inv_screen)--;
return -1;
}
if (_G(inv_screen_newroom) >= 0) {
_G(in_inv_screen)--;
NewRoom(_G(inv_screen_newroom));
return -1;
}
for (int i = 0; i < _GP(charextra)[_GP(game).playercharacter].invorder_count; ++i) {
if (!_GP(game).invinfo[_GP(charextra)[_GP(game).playercharacter].invorder[i]].name.IsEmpty()) {
dii[numitems].num = _GP(charextra)[_GP(game).playercharacter].invorder[i];
dii[numitems].sprnum = _GP(game).invinfo[_GP(charextra)[_GP(game).playercharacter].invorder[i]].pic;
int snn = dii[numitems].sprnum;
if (_GP(game).SpriteInfos[snn].Width > widest) widest = _GP(game).SpriteInfos[snn].Width;
if (_GP(game).SpriteInfos[snn].Height > highest) highest = _GP(game).SpriteInfos[snn].Height;
numitems++;
}
}
if (numitems != _GP(charextra)[_GP(game).playercharacter].invorder_count)
quit("inconsistent inventory calculations");
widest += get_fixed_pixel_size(4);
highest += get_fixed_pixel_size(4);
num_visible_items = (MAX_ITEMAREA_HEIGHT / highest) * ICONSPERLINE;
windowhit = highest * (numitems / ICONSPERLINE) + get_fixed_pixel_size(4);
if ((numitems % ICONSPERLINE) != 0) windowhit += highest;
if (windowhit > MAX_ITEMAREA_HEIGHT) {
windowhit = (MAX_ITEMAREA_HEIGHT / highest) * highest + get_fixed_pixel_size(4);
}
windowhit += BUTTONAREAHEIGHT;
windowwid = widest * ICONSPERLINE + get_fixed_pixel_size(4);
if (windowwid < get_fixed_pixel_size(105)) windowwid = get_fixed_pixel_size(105);
windowxp = _GP(play).GetUIViewport().GetWidth() / 2 - windowwid / 2;
windowyp = _GP(play).GetUIViewport().GetHeight() / 2 - windowhit / 2;
buttonyp = windowhit - BUTTONAREAHEIGHT;
bartop = get_fixed_pixel_size(2);
barxp = get_fixed_pixel_size(2);
Bitmap *ds = prepare_gui_screen(windowxp, windowyp, windowwid, windowhit, true);
Draw(ds);
set_mouse_cursor(cmode);
wasonitem = -1;
return 0;
}
void InventoryScreen::Draw(Bitmap *ds) {
color_t draw_color = ds->GetCompatibleColor(_GP(play).sierra_inv_color);
ds->FillRect(Rect(0, 0, windowwid, windowhit), draw_color);
draw_color = ds->GetCompatibleColor(0);
ds->FillRect(Rect(barxp, bartop, windowwid - get_fixed_pixel_size(2), buttonyp - 1), draw_color);
for (int i = top_item; i < numitems; ++i) {
if (i >= top_item + num_visible_items)
break;
Bitmap *spof = _GP(spriteset)[dii[i].sprnum];
wputblock(ds, barxp + 1 + ((i - top_item) % 4) * widest + widest / 2 - spof->GetWidth() / 2,
bartop + 1 + ((i - top_item) / 4) * highest + highest / 2 - spof->GetHeight() / 2, spof, 1);
}
#define BUTTONWID MAX(1, _GP(game).SpriteInfos[btn_select_sprite].Width)
// Draw select, look and OK buttons
wputblock(ds, 2, buttonyp + get_fixed_pixel_size(2), _GP(spriteset)[btn_look_sprite], 1);
wputblock(ds, 3 + BUTTONWID, buttonyp + get_fixed_pixel_size(2), _GP(spriteset)[btn_select_sprite], 1);
wputblock(ds, 4 + BUTTONWID * 2, buttonyp + get_fixed_pixel_size(2), _GP(spriteset)[btn_ok_sprite], 1);
// Draw Up and Down buttons if required
Bitmap *arrowblock = BitmapHelper::CreateTransparentBitmap(ARROWBUTTONWID, ARROWBUTTONWID);
draw_color = arrowblock->GetCompatibleColor(0);
if (_GP(play).sierra_inv_color == 0)
draw_color = ds->GetCompatibleColor(14);
arrowblock->DrawLine(Line(ARROWBUTTONWID / 2, 2, ARROWBUTTONWID - 2, 9), draw_color);
arrowblock->DrawLine(Line(ARROWBUTTONWID / 2, 2, 2, 9), draw_color);
arrowblock->DrawLine(Line(2, 9, ARROWBUTTONWID - 2, 9), draw_color);
arrowblock->FloodFill(ARROWBUTTONWID / 2, 4, draw_color);
if (top_item > 0)
wputblock(ds, windowwid - ARROWBUTTONWID, buttonyp + get_fixed_pixel_size(2), arrowblock, 1);
if (top_item + num_visible_items < numitems)
arrowblock->FlipBlt(arrowblock, windowwid - ARROWBUTTONWID, buttonyp + get_fixed_pixel_size(4) + ARROWBUTTONWID, Shared::kFlip_Vertical);
delete arrowblock;
}
void InventoryScreen::RedrawOverItem(Bitmap *ds, int isonitem) {
int rectxp = barxp + 1 + (wasonitem % 4) * widest;
int rectyp = bartop + 1 + ((wasonitem - top_item) / 4) * highest;
if (wasonitem >= 0) {
color_t draw_color = ds->GetCompatibleColor(0);
ds->DrawRect(Rect(rectxp, rectyp, rectxp + widest - 1, rectyp + highest - 1), draw_color);
}
if (isonitem >= 0) {
color_t draw_color = ds->GetCompatibleColor(14);//opts.invrectcol);
rectxp = barxp + 1 + (isonitem % 4) * widest;
rectyp = bartop + 1 + ((isonitem - top_item) / 4) * highest;
ds->DrawRect(Rect(rectxp, rectyp, rectxp + widest - 1, rectyp + highest - 1), draw_color);
}
}
bool InventoryScreen::Run() {
// Run() can be called in a loop, so keep events going.
sys_evt_process_pending();
// Handle all the buffered key events
bool do_break = false;
while (ags_keyevent_ready()) {
KeyInput ki;
if (run_service_key_controls(ki) && !_GP(play).IsIgnoringInput() && !IsAGSServiceKey(ki.Key)) {
ags_clear_input_buffer();
do_break = true; // end inventory screen loop
}
}
if (do_break)
return false;
update_audio_system_on_game_loop();
refresh_gui_screen();
// NOTE: this is because old code was working with full game screen
const int mx = _G(mousex) - windowxp;
const int my = _G(mousey) - windowyp;
int isonitem = ((my - bartop) / highest) * ICONSPERLINE + (mx - barxp) / widest;
if (my <= bartop) isonitem = -1;
else if (isonitem >= 0) isonitem += top_item;
if ((isonitem < 0) | (isonitem >= numitems) | (isonitem >= top_item + num_visible_items))
isonitem = -1;
eAGSMouseButton mbut;
int mwheelz;
if (!run_service_mb_controls(mbut, mwheelz) || _GP(play).IsIgnoringInput()) {
mbut = kMouseNone;
}
if (mbut == kMouseLeft) {
if ((my < 0) | (my > windowhit) | (mx < 0) | (mx > windowwid))
return true; // continue inventory screen loop
if (my < buttonyp) {
int clickedon = isonitem;
if (clickedon < 0) return true; // continue inventory screen loop
_GP(play).used_inv_on = dii[clickedon].num;
if (cmode == MODE_LOOK) {
RunInventoryInteraction(dii[clickedon].num, MODE_LOOK);
// in case the script did anything to the screen, redraw it
UpdateGameOnce();
break_code = Redraw();
return break_code == 0;
} else if (cmode == MODE_USE) {
// use objects on each other
_GP(play).usedinv = toret;
// set the activeinv so the script can check it
int activeinvwas = _G(playerchar)->activeinv;
_G(playerchar)->activeinv = toret;
RunInventoryInteraction(dii[clickedon].num, MODE_USE);
// if the script didn't change it, then put it back
if (_G(playerchar)->activeinv == toret)
_G(playerchar)->activeinv = activeinvwas;
// in case the script did anything to the screen, redraw it
UpdateGameOnce();
// They used the active item and lost it
if (_G(playerchar)->inv[toret] < 1) {
cmode = CURS_ARROW;
set_mouse_cursor(cmode);
toret = -1;
}
break_code = Redraw();
return break_code == 0;
}
toret = dii[clickedon].num;
// int plusng=_GP(play).using; _GP(play).using=toret;
update_inv_cursor(toret);
set_mouse_cursor(MODE_USE);
cmode = MODE_USE;
// _GP(play).using=plusng;
// break;
return true; // continue inventory screen loop
} else {
if (mx >= windowwid - ARROWBUTTONWID) {
if (my < buttonyp + get_fixed_pixel_size(2) + ARROWBUTTONWID) {
if (top_item > 0) {
top_item -= ICONSPERLINE;
break_code = Redraw();
return break_code == 0;
}
} else if ((my < buttonyp + get_fixed_pixel_size(4) + ARROWBUTTONWID * 2) && (top_item + num_visible_items < numitems)) {
top_item += ICONSPERLINE;
break_code = Redraw();
return break_code == 0;
}
return true; // continue inventory screen loop
}
int buton = mx - 2;
if (buton < 0) return true; // continue inventory screen loop
buton /= BUTTONWID;
if (buton >= 3) return true; // continue inventory screen loop
if (buton == 0) {
toret = -1; cmode = MODE_LOOK;
} else if (buton == 1) {
cmode = CURS_ARROW; toret = -1;
} else {
return false; // end inventory screen loop
}
set_mouse_cursor(cmode);
}
} else if (mbut == kMouseRight) {
if (cmode == CURS_ARROW)
cmode = MODE_LOOK;
else
cmode = CURS_ARROW;
toret = -1;
set_mouse_cursor(cmode);
} else if (isonitem != wasonitem) {
RedrawOverItem(get_gui_screen(), isonitem);
}
wasonitem = isonitem;
update_polled_stuff();
WaitForNextFrame();
return true; // continue inventory screen loop
}
void InventoryScreen::Close() {
clear_gui_screen();
set_default_cursor();
invalidate_screen();
_G(in_inv_screen)--;
}
int __actual_invscreen() {
InvScr.Prepare();
InvScr.break_code = InvScr.Redraw();
if (InvScr.break_code != 0) {
return InvScr.break_code;
}
while (InvScr.Run());
if (InvScr.break_code != 0) {
return InvScr.break_code;
}
ags_clear_input_buffer();
InvScr.Close();
return InvScr.toret;
}
int invscreen() {
int selt = __actual_invscreen();
if (selt < 0) return -1;
_G(playerchar)->activeinv = selt;
GUI::MarkInventoryForUpdate(_G(playerchar)->index_id, true);
set_cursor_mode(MODE_USE);
return selt;
}
//=============================================================================
//
// Script API Functions
//
//=============================================================================
// void (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_ScrollDown(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID(GUIInvWindow, InvWindow_ScrollDown);
}
// void (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_ScrollUp(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID(GUIInvWindow, InvWindow_ScrollUp);
}
// CharacterInfo* (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetCharacterToUse(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_OBJ(GUIInvWindow, CharacterInfo, _GP(ccDynamicCharacter), InvWindow_GetCharacterToUse);
}
// void (GUIInvWindow *guii, CharacterInfo *chaa)
RuntimeScriptValue Sc_InvWindow_SetCharacterToUse(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID_POBJ(GUIInvWindow, InvWindow_SetCharacterToUse, CharacterInfo);
}
// ScriptInvItem* (GUIInvWindow *guii, int index)
RuntimeScriptValue Sc_InvWindow_GetItemAtIndex(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_OBJ_PINT(GUIInvWindow, ScriptInvItem, _GP(ccDynamicInv), InvWindow_GetItemAtIndex);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetItemCount(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetItemCount);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetItemHeight(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetItemHeight);
}
// void (GUIInvWindow *guii, int newhit)
RuntimeScriptValue Sc_InvWindow_SetItemHeight(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID_PINT(GUIInvWindow, InvWindow_SetItemHeight);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetItemWidth(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetItemWidth);
}
// void (GUIInvWindow *guii, int newwidth)
RuntimeScriptValue Sc_InvWindow_SetItemWidth(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID_PINT(GUIInvWindow, InvWindow_SetItemWidth);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetItemsPerRow(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetItemsPerRow);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetRowCount(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetRowCount);
}
// int (GUIInvWindow *guii)
RuntimeScriptValue Sc_InvWindow_GetTopItem(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_INT(GUIInvWindow, InvWindow_GetTopItem);
}
// void (GUIInvWindow *guii, int topitem)
RuntimeScriptValue Sc_InvWindow_SetTopItem(void *self, const RuntimeScriptValue *params, int32_t param_count) {
API_OBJCALL_VOID_PINT(GUIInvWindow, InvWindow_SetTopItem);
}
void RegisterInventoryWindowAPI() {
ScFnRegister invwindow_api[] = {
{"InvWindow::ScrollDown^0", API_FN_PAIR(InvWindow_ScrollDown)},
{"InvWindow::ScrollUp^0", API_FN_PAIR(InvWindow_ScrollUp)},
{"InvWindow::get_CharacterToUse", API_FN_PAIR(InvWindow_GetCharacterToUse)},
{"InvWindow::set_CharacterToUse", API_FN_PAIR(InvWindow_SetCharacterToUse)},
{"InvWindow::geti_ItemAtIndex", API_FN_PAIR(InvWindow_GetItemAtIndex)},
{"InvWindow::get_ItemCount", API_FN_PAIR(InvWindow_GetItemCount)},
{"InvWindow::get_ItemHeight", API_FN_PAIR(InvWindow_GetItemHeight)},
{"InvWindow::set_ItemHeight", API_FN_PAIR(InvWindow_SetItemHeight)},
{"InvWindow::get_ItemWidth", API_FN_PAIR(InvWindow_GetItemWidth)},
{"InvWindow::set_ItemWidth", API_FN_PAIR(InvWindow_SetItemWidth)},
{"InvWindow::get_ItemsPerRow", API_FN_PAIR(InvWindow_GetItemsPerRow)},
{"InvWindow::get_RowCount", API_FN_PAIR(InvWindow_GetRowCount)},
{"InvWindow::get_TopItem", API_FN_PAIR(InvWindow_GetTopItem)},
{"InvWindow::set_TopItem", API_FN_PAIR(InvWindow_SetTopItem)},
};
ccAddExternalFunctions361(invwindow_api);
}
} // namespace AGS3
|