/** * @brief Use a container node to init an item iterator */ static void UI_ContainerItemIteratorInit (containerItemIterator_t *iterator, const uiNode_t* const node) { int groupID = 0; iterator->itemID = -1; iterator->groupID = 0; iterator->node = node; iterator->filterEquipType = (itemFilterTypes_t) EXTRADATACONST(node).filterEquipType; if (EXTRADATACONST(node).displayAvailableOnTop) { /* available items */ if (EXTRADATACONST(node).displayWeapon) iterator->groupSteps[groupID++] = CII_WEAPONONLY | CII_AVAILABLEONLY; if (EXTRADATACONST(node).displayAmmo) iterator->groupSteps[groupID++] = CII_AMMOONLY | CII_AVAILABLEONLY; /* unavailable items */ if (EXTRADATACONST(node).displayUnavailableItem) { if (EXTRADATACONST(node).displayWeapon) iterator->groupSteps[groupID++] = CII_WEAPONONLY | CII_NOTAVAILABLEONLY; if (EXTRADATACONST(node).displayAmmo) iterator->groupSteps[groupID++] = CII_AMMOONLY | CII_NOTAVAILABLEONLY; } } else { const int filter = (EXTRADATACONST(node).displayUnavailableItem) ? 0 : CII_AVAILABLEONLY; if (EXTRADATACONST(node).displayWeapon) iterator->groupSteps[groupID++] = CII_WEAPONONLY | filter; if (EXTRADATACONST(node).displayAmmo) iterator->groupSteps[groupID++] = CII_AMMOONLY | filter; } iterator->groupSteps[groupID++] = CII_END; /* find the first item */ UI_ContainerItemIteratorNext(iterator); }
/** * @note this function is a copy-paste of UI_ContainerNodeDrawItems (with remove of unneeded code) */ static Item* UI_BaseInventoryNodeGetItem (const uiNode_t* const node, int mouseX, int mouseY, int* contX, int* contY) { bool outOfNode = false; vec2_t nodepos; int items = 0; int rowHeight = 0; const int cellWidth = node->box.size[0] / EXTRADATACONST(node).columns; int tempX, tempY; containerItemIterator_t iterator; int currentHeight = 0; if (!contX) contX = &tempX; if (!contY) contY = &tempY; UI_GetNodeAbsPos(node, nodepos); UI_ContainerItemIteratorInit(&iterator, node); for (; iterator.itemID < csi.numODs; UI_ContainerItemIteratorNext(&iterator)) { const int id = iterator.itemID; const objDef_t* obj = INVSH_GetItemByIDX(id); vec2_t pos; vec2_t ammopos; const int col = items % EXTRADATACONST(node).columns; int cellHeight = 0; Item* icItem = iterator.itemFound; int height; /* skip items over and bellow the node view */ if (outOfNode || currentHeight < EXTRADATACONST(node).scrollY.viewPos) { int outHeight; R_FontTextSize("f_verysmall", _(obj->name), cellWidth - 5, LONGLINES_WRAP, nullptr, &outHeight, nullptr, nullptr); outHeight += obj->sy * C_UNIT + 10; if (outHeight > rowHeight) rowHeight = outHeight; if (outOfNode || currentHeight + rowHeight < EXTRADATACONST(node).scrollY.viewPos) { if (col == EXTRADATACONST(node).columns - 1) { currentHeight += rowHeight; rowHeight = 0; } items++; continue; } } Vector2Copy(nodepos, pos); pos[0] += cellWidth * col; pos[1] += currentHeight - EXTRADATACONST(node).scrollY.viewPos; /* check item */ if (mouseY < pos[1]) break; if (mouseX >= pos[0] && mouseX < pos[0] + obj->sx * C_UNIT && mouseY >= pos[1] && mouseY < pos[1] + obj->sy * C_UNIT) { if (icItem) { *contX = icItem->getX(); *contY = icItem->getY(); return icItem; } return nullptr; } pos[1] += obj->sy * C_UNIT; cellHeight += obj->sy * C_UNIT; /* save position for ammo */ Vector2Copy(pos, ammopos); ammopos[0] += obj->sx * C_UNIT + 10; /* draw the item name. */ R_FontTextSize("f_verysmall", _(obj->name), cellWidth - 5, LONGLINES_WRAP, nullptr, &height, nullptr, nullptr); cellHeight += height; /* draw ammos of weapon */ if (obj->weapon && EXTRADATACONST(node).displayAmmoOfWeapon) { for (int ammoIdx = 0; ammoIdx < obj->numAmmos; ammoIdx++) { const objDef_t* objammo = obj->ammos[ammoIdx]; /* skip unusable ammo */ if (!GAME_ItemIsUseable(objammo)) continue; /* find and skip none existing ammo */ icItem = UI_ContainerNodeGetExistingItem(node, objammo, (itemFilterTypes_t) EXTRADATACONST(node).filterEquipType); if (!icItem) continue; /* check ammo (ammopos in on the left-lower corner) */ if (mouseX < ammopos[0] || mouseY >= ammopos[1]) break; if (mouseX >= ammopos[0] && mouseX < ammopos[0] + objammo->sx * C_UNIT && mouseY >= ammopos[1] - objammo->sy * C_UNIT && mouseY < ammopos[1]) { *contX = icItem->getX(); *contY = icItem->getY(); return icItem; } ammopos[0] += objammo->sx * C_UNIT; } } cellHeight += 10; if (cellHeight > rowHeight) { rowHeight = cellHeight; } /* add a margin between rows */ if (col == EXTRADATACONST(node).columns - 1) { currentHeight += rowHeight; rowHeight = 0; if (currentHeight - EXTRADATACONST(node).scrollY.viewPos >= node->box.size[1]) return nullptr; } /* count items */ items++; } *contX = NONE; *contY = NONE; return nullptr; }
/** * @brief Draw the base inventory * @return The full height requested by the current view (not the node height) */ static int UI_BaseInventoryNodeDrawItems (uiNode_t* node, const objDef_t* highlightType) { bool outOfNode = false; vec2_t nodepos; int items = 0; int rowHeight = 0; const int cellWidth = node->box.size[0] / EXTRADATA(node).columns; containerItemIterator_t iterator; int currentHeight = 0; UI_GetNodeAbsPos(node, nodepos); UI_ContainerItemIteratorInit(&iterator, node); for (; iterator.itemID < csi.numODs; UI_ContainerItemIteratorNext(&iterator)) { const int id = iterator.itemID; const objDef_t* obj = INVSH_GetItemByIDX(id); Item tempItem(obj, nullptr, 1); vec3_t pos; vec3_t ammopos; const float* color; bool isHighlight = false; int amount; const int col = items % EXTRADATA(node).columns; int cellHeight = 0; const Item* icItem = iterator.itemFound; /* skip items over and bellow the node view */ if (outOfNode || currentHeight < EXTRADATA(node).scrollY.viewPos) { int height; R_FontTextSize("f_verysmall", _(obj->name), cellWidth - 5, LONGLINES_WRAP, nullptr, &height, nullptr, nullptr); height += obj->sy * C_UNIT + 10; if (height > rowHeight) rowHeight = height; if (outOfNode || currentHeight + rowHeight < EXTRADATA(node).scrollY.viewPos) { if (col == EXTRADATA(node).columns - 1) { currentHeight += rowHeight; rowHeight = 0; } items++; continue; } } Vector2Copy(nodepos, pos); pos[0] += cellWidth * col; pos[1] += currentHeight - EXTRADATA(node).scrollY.viewPos; pos[2] = 0; if (highlightType) { if (obj->isAmmo()) isHighlight = obj->isLoadableInWeapon(highlightType); else isHighlight = highlightType->isLoadableInWeapon(obj); } if (icItem != nullptr) { if (isHighlight) color = colorLoadable; else color = colorDefault; } else { if (isHighlight) color = colorDisabledLoadable; else color = colorDisabledHiden; } if (icItem) amount = icItem->getAmount(); else amount = 0; /* draw item */ pos[0] += obj->sx * C_UNIT / 2.0; pos[1] += obj->sy * C_UNIT / 2.0; UI_DrawItem(node, pos, &tempItem, -1, -1, scale, color); UI_DrawString("f_verysmall", ALIGN_LC, pos[0] + obj->sx * C_UNIT / 2.0, pos[1] + obj->sy * C_UNIT / 2.0, pos[0] + obj->sx * C_UNIT / 2.0, cellWidth - 5, /* maxWidth */ 0, va("x%i", amount)); pos[0] -= obj->sx * C_UNIT / 2.0; pos[1] += obj->sy * C_UNIT / 2.0; cellHeight += obj->sy * C_UNIT; /* save position for ammo */ Vector2Copy(pos, ammopos); ammopos[2] = 0; ammopos[0] += obj->sx * C_UNIT + 10; /* draw the item name. */ cellHeight += UI_DrawString("f_verysmall", ALIGN_UL, pos[0], pos[1], pos[0], cellWidth - 5, /* max width */ 0, _(obj->name)); /* draw ammos of weapon */ if (obj->weapon && EXTRADATA(node).displayAmmoOfWeapon) { for (int ammoIdx = 0; ammoIdx < obj->numAmmos; ammoIdx++) { tempItem.setDef(obj->ammos[ammoIdx]); /* skip weapos that are their own ammo -- oneshot and such */ if (obj == tempItem.def()) continue; /* skip unusable ammo */ if (!GAME_ItemIsUseable(tempItem.def())) continue; /* find and skip none existing ammo */ icItem = UI_ContainerNodeGetExistingItem(node, tempItem.def(), (itemFilterTypes_t) EXTRADATA(node).filterEquipType); if (!icItem) continue; /* Calculate the center of the item model/image. */ ammopos[0] += icItem->def()->sx * C_UNIT / 2.0; ammopos[1] -= icItem->def()->sy * C_UNIT / 2.0; UI_DrawItem(node, ammopos, &tempItem, -1, -1, scale, colorDefault); UI_DrawString("f_verysmall", ALIGN_LC, ammopos[0] + icItem->def()->sx * C_UNIT / 2.0, ammopos[1] + icItem->def()->sy * C_UNIT / 2.0, ammopos[0] + icItem->def()->sx * C_UNIT / 2.0, cellWidth - 5 - ammopos[0], /* maxWidth */ 0, va("x%i", icItem->getAmount())); ammopos[0] += icItem->def()->sx * C_UNIT / 2.0; ammopos[1] += icItem->def()->sy * C_UNIT / 2.0; } } cellHeight += 10; if (cellHeight > rowHeight) { rowHeight = cellHeight; } /* add a marge between rows */ if (col == EXTRADATA(node).columns - 1) { currentHeight += rowHeight; rowHeight = 0; if (currentHeight - EXTRADATA(node).scrollY.viewPos >= node->box.size[1]) outOfNode = true; } /* count items */ items++; } if (rowHeight != 0) { currentHeight += rowHeight; } return currentHeight; }