1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #include "ags/shared/gui/gui_inv.h"
24 #include "ags/shared/gui/gui_main.h"
25 #include "ags/engine/ac/draw.h"
26 #include "ags/shared/ac/game_setup_struct.h"
27 #include "ags/engine/ac/game_state.h"
28 #include "ags/engine/ac/character_extras.h"
29 #include "ags/shared/ac/sprite_cache.h"
30 #include "ags/shared/gfx/bitmap.h"
31 
32 namespace AGS3 {
33 
34 
35 
36 
37 
38 
39 
40 
41 namespace AGS {
42 namespace Shared {
43 
GetCharacterId() const44 int GUIInvWindow::GetCharacterId() const {
45 	if (CharId < 0)
46 		return _GP(game).playercharacter;
47 
48 	return CharId;
49 }
50 
Draw(Bitmap * ds)51 void GUIInvWindow::Draw(Bitmap *ds) {
52 	const bool enabled = IsGUIEnabled(this);
53 	if (!enabled && (_G(gui_disabled_style) == GUIDIS_BLACKOUT))
54 		return;
55 
56 	// backwards compatibility
57 	_GP(play).inv_numinline = ColCount;
58 	_GP(play).inv_numdisp = RowCount * ColCount;
59 	_GP(play).obsolete_inv_numorder = _G(charextra)[_GP(game).playercharacter].invorder_count;
60 	// if the user changes top_inv_item, switch into backwards
61 	// compatibiltiy mode
62 	if (_GP(play).inv_top)
63 		_GP(play).inv_backwards_compatibility = 1;
64 	if (_GP(play).inv_backwards_compatibility)
65 		TopItem = _GP(play).inv_top;
66 
67 	// draw the items
68 	const int leftmost_x = X;
69 	int at_x = X;
70 	int at_y = Y;
71 	int lastItem = TopItem + (ColCount * RowCount);
72 	if (lastItem > _G(charextra)[GetCharacterId()].invorder_count)
73 		lastItem = _G(charextra)[GetCharacterId()].invorder_count;
74 
75 	for (int item = TopItem; item < lastItem; ++item) {
76 		// draw inv graphic
77 		draw_gui_sprite(ds, _GP(game).invinfo[_G(charextra)[GetCharacterId()].invorder[item]].pic, at_x, at_y, true);
78 		at_x += data_to_game_coord(ItemWidth);
79 
80 		// go to next row when appropriate
81 		if ((item - TopItem) % ColCount == (ColCount - 1)) {
82 			at_x = leftmost_x;
83 			at_y += data_to_game_coord(ItemHeight);
84 		}
85 	}
86 
87 	if (!enabled &&
88 	        _G(gui_disabled_style) == GUIDIS_GREYOUT &&
89 	        _GP(play).inventory_greys_out == 1) {
90 		// darken the inventory when disabled
91 		GUI::DrawDisabledEffect(ds, RectWH(X, Y, Width, Height));
92 	}
93 }
94 
95 } // namespace Shared
96 } // namespace AGS
97 } // namespace AGS3
98