Ejemplo n.º 1
0
InventoryDialog::InventoryDialog() {
	// Determine the maximum size of the image of any item in the player's inventory
	int imgWidth = 0, imgHeight = 0;

	SynchronizedList<InvObject *>::iterator i;
	for (i = RING_INVENTORY._itemList.begin(); i != RING_INVENTORY._itemList.end(); ++i) {
		InvObject *invObject = *i;
		if (invObject->inInventory()) {
			// Get the image for the item
			GfxSurface itemSurface = surfaceFromRes(invObject->_displayResNum, invObject->_rlbNum, invObject->_cursorNum);

			// Maintain the dimensions of the largest item image
			imgWidth = MAX(imgWidth, (int)itemSurface.getBounds().width());
			imgHeight = MAX(imgHeight, (int)itemSurface.getBounds().height());

			// Add the item to the display list
			GfxInvImage *img = new GfxInvImage();
			_images.push_back(img);
			img->setDetails(invObject->_displayResNum, invObject->_rlbNum, invObject->_cursorNum);
			img->_invObject = invObject;
			add(img);
		}
	}
	assert(_images.size() > 0);

	// Figure out the number of columns/rows to show all the items
	int cellsSize = 3;
	while ((cellsSize * cellsSize) < (int)_images.size())
		++cellsSize;

	// Set the position of each inventory item to be displayed
	int cellX = 0;
	Common::Point pt(0, 0);

	for (uint idx = 0; idx < _images.size(); ++idx) {
		if (cellX == cellsSize) {
			// Move to the start of the next line
			pt.x = 0;
			pt.y += imgHeight + 2;
			cellX = 0;
		}

		_images[idx]->_bounds.moveTo(pt.x, pt.y);

		pt.x += imgWidth + 2;
		++cellX;
	}

	// Set up the buttons
	pt.y += imgHeight + 2;
	_btnOk.setText(OK_BTN_STRING);
	_btnOk._bounds.moveTo((imgWidth + 2) * cellsSize - _btnOk._bounds.width(), pt.y);
	_btnLook.setText(LOOK_BTN_STRING);
	_btnLook._bounds.moveTo(_btnOk._bounds.left - _btnLook._bounds.width() - 2, _btnOk._bounds.top);
	addElements(&_btnLook, &_btnOk, NULL);

	frame();
	setCenter(SCREEN_CENTER_X, SCREEN_CENTER_Y);
}
Ejemplo n.º 2
0
/**
 * Update the list of the indexes of items in the player's inventory
 */
void UIElements::updateInvList() {
	// Update the index list of items in the player's inventory
	_itemList.clear();

	SynchronizedList<InvObject *>::iterator i;
	int itemIndex = 0;
	for (i = GLOBALS._inventory->_itemList.begin(); i != GLOBALS._inventory->_itemList.end(); ++i, ++itemIndex) {
		InvObject *invObject = *i;
		if (invObject->inInventory())
			_itemList.push_back(itemIndex);
	}
}