[CraftingWidget] Added for more control on craft result inventory.
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include/gui/CraftingWidget.hpp
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35
include/gui/CraftingWidget.hpp
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/*
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* =====================================================================================
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*
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* Filename: CraftingWidget.hpp
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*
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* Description:
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*
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* Created: 25/06/2018 02:26:18
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#ifndef CRAFTINGWIDGET_HPP_
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#define CRAFTINGWIDGET_HPP_
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#include "InventoryWidget.hpp"
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class CraftingWidget : public Widget {
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public:
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CraftingWidget(Widget *parent = nullptr);
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void onEvent(const SDL_Event &event, MouseItemWidget &mouseItemWidget);
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private:
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void draw(RenderTarget &target, RenderStates states) const override;
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Inventory m_craftingInventory{3, 3};
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InventoryWidget m_craftingInventoryWidget{this};
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Inventory m_craftingResultInventory{1, 1};
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InventoryWidget m_craftingResultInventoryWidget{this};
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};
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#endif // CRAFTINGWIDGET_HPP_
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@ -14,7 +14,7 @@
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#ifndef WORKBENCHWIDGET_HPP_
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#define WORKBENCHWIDGET_HPP_
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#include "InventoryWidget.hpp"
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#include "CraftingWidget.hpp"
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class WorkbenchWidget : public Widget {
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public:
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@ -27,11 +27,7 @@ class WorkbenchWidget : public Widget {
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Image m_background;
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Inventory m_craftingInventory{3, 3};
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InventoryWidget m_craftingInventoryWidget{this};
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Inventory m_craftingResultInventory{1, 1};
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InventoryWidget m_craftingResultInventoryWidget{this};
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CraftingWidget m_craftingWidget{this};
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Inventory &m_playerInventory;
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InventoryWidget m_playerInventoryWidget{this};
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53
source/gui/CraftingWidget.cpp
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53
source/gui/CraftingWidget.cpp
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/*
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* =====================================================================================
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*
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* Filename: CraftingWidget.cpp
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*
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* Description:
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*
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* Created: 25/06/2018 02:27:35
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#include "CraftingWidget.hpp"
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#include "Registry.hpp"
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CraftingWidget::CraftingWidget(Widget *parent) : Widget(parent) {
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m_craftingInventoryWidget.init(m_craftingInventory);
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m_craftingInventoryWidget.setPosition(29, 16, 0);
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m_craftingResultInventoryWidget.init(m_craftingResultInventory);
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m_craftingResultInventoryWidget.setPosition(122, 34, 0);
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}
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void CraftingWidget::onEvent(const SDL_Event &event, MouseItemWidget &mouseItemWidget) {
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m_craftingInventoryWidget.onEvent(event, mouseItemWidget);
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m_craftingResultInventoryWidget.onEvent(event, mouseItemWidget);
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const CraftingRecipe *recipe = Registry::getInstance().getRecipe(m_craftingInventory);
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if (recipe != nullptr && !m_craftingResultInventory.getStack(0, 0).item().id()) {
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m_craftingResultInventory.setStack(0, 0, recipe->result().item().id(), recipe->result().amount());
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m_craftingResultInventoryWidget.init(m_craftingResultInventory);
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// FIXME: Make a subclass CraftingInventory to handle source items and crafting result
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// Source elements should be destroyed if crafting result is taken
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// Crafting result should be read-only
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for (u8 i = 0 ; i < 9 ; ++i) {
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const ItemStack &stack = m_craftingInventory.getStack(i % 3, i / 3);
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if (stack.item().id()) {
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m_craftingInventory.setStack(i % 3, i / 3, (stack.amount() > 1) ? stack.item().id() : 0, stack.amount() - 1);
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}
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}
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m_craftingInventoryWidget.init(m_craftingInventory);
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}
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}
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void CraftingWidget::draw(RenderTarget &target, RenderStates states) const {
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applyTransform(states);
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target.draw(m_craftingInventoryWidget, states);
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target.draw(m_craftingResultInventoryWidget, states);
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}
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@ -12,7 +12,6 @@
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* =====================================================================================
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*/
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#include "Config.hpp"
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#include "Registry.hpp"
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#include "WorkbenchWidget.hpp"
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WorkbenchWidget::WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarInventory, Widget *parent)
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@ -21,12 +20,6 @@ WorkbenchWidget::WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarIn
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m_background.load("texture-workbench");
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m_background.setClipRect(0, 0, 176, 166);
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m_craftingInventoryWidget.init(m_craftingInventory);
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m_craftingInventoryWidget.setPosition(29, 16, 0);
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m_craftingResultInventoryWidget.init(m_craftingResultInventory);
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m_craftingResultInventoryWidget.setPosition(122, 34, 0);
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m_playerInventoryWidget.init(m_playerInventory);
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m_playerInventoryWidget.setPosition(7, 83, 0);
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@ -38,31 +31,13 @@ WorkbenchWidget::WorkbenchWidget(Inventory &playerInventory, Inventory &hotbarIn
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SCREEN_HEIGHT / 3.0 / 2.0 - m_background.clipRect().height / 2.0, 0);
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}
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#include "Debug.hpp"
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void WorkbenchWidget::onEvent(const SDL_Event &event) {
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m_craftingInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_craftingResultInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_craftingWidget.onEvent(event, m_mouseItemWidget);
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m_playerInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_hotbarInventoryWidget.onEvent(event, m_mouseItemWidget);
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m_mouseItemWidget.onEvent(event);
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const CraftingRecipe *recipe = Registry::getInstance().getRecipe(m_craftingInventory);
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if (recipe != nullptr && !m_craftingResultInventory.getStack(0, 0).item().id()) {
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m_craftingResultInventory.setStack(0, 0, recipe->result().item().id(), recipe->result().amount());
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m_craftingResultInventoryWidget.init(m_craftingResultInventory);
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// FIXME: Make a subclass CraftingInventory to handle source items and crafting result
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// Source elements should be destroyed if crafting result is taken
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// Crafting result should be read-only
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for (u8 i = 0 ; i < 9 ; ++i) {
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const ItemStack &stack = m_craftingInventory.getStack(i % 3, i / 3);
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if (stack.item().id()) {
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m_craftingInventory.setStack(i % 3, i / 3, (stack.amount() > 1) ? stack.item().id() : 0, stack.amount() - 1);
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}
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}
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m_craftingInventoryWidget.init(m_craftingInventory);
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}
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}
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void WorkbenchWidget::draw(RenderTarget &target, RenderStates states) const {
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@ -70,8 +45,8 @@ void WorkbenchWidget::draw(RenderTarget &target, RenderStates states) const {
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target.draw(m_background, states);
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target.draw(m_craftingInventoryWidget, states);
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target.draw(m_craftingResultInventoryWidget, states);
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target.draw(m_craftingWidget, states);
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target.draw(m_playerInventoryWidget, states);
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target.draw(m_hotbarInventoryWidget, states);
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