File: | client/ui/node/ui_node_container.cpp |
Location: | line 812, column 2 |
Description: | Function call argument is an uninitialized value |
1 | /** | ||
2 | * @file | ||
3 | * @brief The container node refer to 3 different nodes merged into a singler one. Both | ||
4 | * can drag and drop soldier items from a container to another one. The first container | ||
5 | * is a soldier slot. For example, the left arm, the bag pack... The second is the base | ||
6 | * inventiory (which is now an extended node from container). And the last it a floor | ||
7 | * container used into the battlescape. The node name itself is used to know the container | ||
8 | * role. | ||
9 | * @todo Move container role outside of the node name | ||
10 | * @todo Link soldier container with a soldier | ||
11 | * @todo Link floor container with a map/cell... | ||
12 | */ | ||
13 | |||
14 | /* | ||
15 | Copyright (C) 2002-2011 UFO: Alien Invasion. | ||
16 | |||
17 | This program is free software; you can redistribute it and/or | ||
18 | modify it under the terms of the GNU General Public License | ||
19 | as published by the Free Software Foundation; either version 2 | ||
20 | of the License, or (at your option) any later version. | ||
21 | |||
22 | This program is distributed in the hope that it will be useful, | ||
23 | but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
24 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. | ||
25 | |||
26 | See the GNU General Public License for more details. | ||
27 | |||
28 | You should have received a copy of the GNU General Public License | ||
29 | along with this program; if not, write to the Free Software | ||
30 | Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. | ||
31 | |||
32 | */ | ||
33 | |||
34 | #include "../ui_main.h" | ||
35 | #include "../ui_parse.h" | ||
36 | #include "../ui_behaviour.h" | ||
37 | #include "../ui_actions.h" | ||
38 | #include "../ui_dragndrop.h" | ||
39 | #include "../ui_tooltip.h" | ||
40 | #include "../ui_nodes.h" | ||
41 | #include "../ui_input.h" | ||
42 | #include "../ui_render.h" | ||
43 | #include "ui_node_model.h" | ||
44 | #include "ui_node_container.h" | ||
45 | #include "ui_node_abstractnode.h" | ||
46 | |||
47 | #include "../../client.h" | ||
48 | #include "../../renderer/r_draw.h" | ||
49 | #include "../../renderer/r_mesh.h" | ||
50 | #include "../../cgame/cl_game.h" | ||
51 | #include "../../battlescape/cl_actor.h" | ||
52 | #include "../../cl_inventory.h" | ||
53 | |||
54 | /** | ||
55 | * @todo need refactoring to remove, reduce use... of that var | ||
56 | * Global access to many node content like that is very bad. | ||
57 | */ | ||
58 | inventory_t *ui_inventory = NULL__null; | ||
59 | |||
60 | #define EXTRADATA_TYPEcontainerExtraData_t containerExtraData_t | ||
61 | #define EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))) UI_EXTRADATA(node, EXTRADATA_TYPE)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))) | ||
62 | #define EXTRADATACONST(node)(*((const containerExtraData_t*)((const char*)node + sizeof(uiNode_t )))) UI_EXTRADATACONST(node, EXTRADATA_TYPE)(*((const containerExtraData_t*)((const char*)node + sizeof(uiNode_t )))) | ||
63 | |||
64 | /** | ||
65 | * self cache for drag item | ||
66 | * @note we can use a global variable because we only can have 1 source node at a time | ||
67 | */ | ||
68 | static int dragInfoFromX = -1; | ||
69 | static int dragInfoFromY = -1; | ||
70 | |||
71 | /** | ||
72 | * self cache for the preview and dropped item | ||
73 | * @note we can use a global variable because we only can have 1 target node at a time | ||
74 | */ | ||
75 | static int dragInfoToX = -1; | ||
76 | static int dragInfoToY = -1; | ||
77 | |||
78 | /** | ||
79 | * The current invList pointer (only used for ignoring the dragged item | ||
80 | * for finding free space right now) | ||
81 | */ | ||
82 | static const invList_t *dragInfoIC; | ||
83 | |||
84 | /** | ||
85 | * @brief Searches if there is an item at location (x/y) in a scrollable container. You can also provide an item to search for directly (x/y is ignored in that case). | ||
86 | * @note x = x-th item in a row, y = row. i.e. x/y does not equal the "grid" coordinates as used in those containers. | ||
87 | * @param[in] container The container to get the item from | ||
88 | * @param[in] item Item requested | ||
89 | * @param[in] filterType Filter used. | ||
90 | * @todo Remove filter it is not a generic concept, and here it mean nothing | ||
91 | * @return invList_t Pointer to the invList_t/item that is located at x/y or equals "item". | ||
92 | * @sa INVSH_SearchInInventory | ||
93 | */ | ||
94 | static invList_t *UI_ContainerNodeGetExistingItem (const invDef_t *container, const objDef_t *item, const itemFilterTypes_t filterType) | ||
95 | { | ||
96 | return INV_SearchInInventoryWithFilter(ui_inventory, container, item, filterType); | ||
97 | } | ||
98 | |||
99 | static inline bool UI_IsScrollContainerNode (const uiNode_t* const node) | ||
100 | { | ||
101 | return EXTRADATACONST(node)(*((const containerExtraData_t*)((const char*)node + sizeof(uiNode_t )))).container && EXTRADATACONST(node)(*((const containerExtraData_t*)((const char*)node + sizeof(uiNode_t )))).container->scroll; | ||
102 | } | ||
103 | |||
104 | /** | ||
105 | * @brief Fills the ground container of the ui_inventory with unused items from a given | ||
106 | * equipment definition | ||
107 | * @note Keep in mind that @c ed is changed here - so items are removed and the ground container | ||
108 | * of a inventory definition is in general a temp container - that means you should make a copy | ||
109 | * of the @c equipDef_t you want to add to the temp ground container of the given @c inv | ||
110 | * @todo it's not obvious for the caller that @c ui_inventory pointer must be set | ||
111 | * @param[in,out] inv The inventory to add the unused items from @c ed to | ||
112 | * @param[in,out] ed The equipment definition to get the used items from that should be added | ||
113 | * to the ground container of @c inv | ||
114 | * @todo not used nor called by the container node; should be move somewhere else | ||
115 | */ | ||
116 | void UI_ContainerNodeUpdateEquipment (inventory_t *inv, const equipDef_t *ed) | ||
117 | { | ||
118 | int i; | ||
119 | int *const numItems = Mem_Dup(int, ed->numItems, lengthof(ed->numItems))(int*)_Mem_PoolDup(1 ? (ed->numItems) : (int*)0 , sizeof(int ) * ((sizeof(ed->numItems) / sizeof(*(ed->numItems)))), com_genericPool, 0, "src/client/ui/node/ui_node_container.cpp" , 119); | ||
120 | |||
121 | /* a 'tiny hack' to add the remaining equipment (not carried) | ||
122 | * correctly into buy categories, reloading at the same time; | ||
123 | * it is valid only due to the following property: */ | ||
124 | assert(MAX_CONTAINERS >= FILTER_AIRCRAFT)(__builtin_expect(!(16 >= FILTER_AIRCRAFT), 0) ? __assert_rtn (__func__, "src/client/ui/node/ui_node_container.cpp", 124, "MAX_CONTAINERS >= FILTER_AIRCRAFT" ) : (void)0); | ||
125 | |||
126 | for (i = 0; i < csi.numODs; i++) { | ||
127 | const objDef_t *od = INVSH_GetItemByIDX(i); | ||
128 | /* Don't allow to show unuseable items. */ | ||
129 | if (!GAME_ItemIsUseable(od)) | ||
130 | continue; | ||
131 | |||
132 | while (numItems[i]) { | ||
133 | const item_t item = {NONE_AMMO0, NULL__null, od, 0, 0}; | ||
134 | if (!cls.i.AddToInventory(&cls.i, inv, &item, INVDEF(csi.idEquip)(&csi.ids[(csi.idEquip)]), NONE-1, NONE-1, 1)) { | ||
135 | /* no space left in the inventory */ | ||
136 | break; | ||
137 | } | ||
138 | numItems[item.t->idx]--; | ||
139 | } | ||
140 | } | ||
141 | |||
142 | Mem_Free(numItems)_Mem_Free((numItems),"src/client/ui/node/ui_node_container.cpp" ,142); | ||
143 | |||
144 | /* First-time linking of ui_inventory. */ | ||
145 | if (ui_inventory && !ui_inventory->c[csi.idEquip]) { | ||
146 | ui_inventory->c[csi.idEquip] = inv->c[csi.idEquip]; | ||
147 | } | ||
148 | } | ||
149 | |||
150 | /** | ||
151 | * @brief Draws an item to the screen | ||
152 | * @param[in] node Context node | ||
153 | * @param[in] org Node position on the screen (pixel). Single nodes: Use the center of the node. | ||
154 | * @param[in] item The item to draw. | ||
155 | * @param[in] x Position in container. Set this to -1 if it's drawn in a single container. | ||
156 | * @param[in] y Position in container. Set this to -1 if it's drawn in a single container. | ||
157 | * @param[in] scale | ||
158 | * @param[in] color | ||
159 | * @sa SCR_DrawCursor | ||
160 | * Used to draw an item to the equipment containers. First look whether the objDef_t | ||
161 | * includes an image - if there is none then draw the model | ||
162 | */ | ||
163 | void UI_DrawItem (uiNode_t *node, const vec3_t org, const item_t *item, int x, int y, const vec3_t scale, const vec4_t color) | ||
164 | { | ||
165 | const objDef_t *od = item->t; | ||
166 | vec4_t col; | ||
167 | vec3_t origin; | ||
168 | |||
169 | assert(od)(__builtin_expect(!(od), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 169, "od") : (void)0); | ||
170 | assert(org[2] > -1000 && org[2] < 1000)(__builtin_expect(!(org[2] > -1000 && org[2] < 1000 ), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 170, "org[2] > -1000 && org[2] < 1000") : (void )0); /*< prevent use of vec2_t for org */ | ||
171 | |||
172 | Vector4Copy(color, col)((col)[0]=(color)[0],(col)[1]=(color)[1],(col)[2]=(color)[2], (col)[3]=(color)[3]); | ||
173 | /* no ammo in this weapon - highlight this item */ | ||
174 | if (od->weapon && od->reload && !item->a) { | ||
175 | col[1] *= 0.5; | ||
176 | col[2] *= 0.5; | ||
177 | } | ||
178 | |||
179 | VectorCopy(org, origin)((origin)[0]=(org)[0],(origin)[1]=(org)[1],(origin)[2]=(org)[ 2]); | ||
180 | |||
181 | /* Calculate correct location of the image or the model (depends on rotation) */ | ||
182 | /** @todo Change the rotation of the image as well, right now only the location is changed. | ||
183 | * How is image-rotation handled right now? */ | ||
184 | if (x >= 0 || y >= 0) { | ||
185 | /* Add offset of location in container. */ | ||
186 | origin[0] += x * C_UNIT25; | ||
187 | origin[1] += y * C_UNIT25; | ||
188 | |||
189 | /* Add offset for item-center (depends on rotation). */ | ||
190 | if (item->rotated) { | ||
191 | origin[0] += od->sy * C_UNIT25 / 2.0; | ||
192 | origin[1] += od->sx * C_UNIT25 / 2.0; | ||
193 | /** @todo Image size calculation depends on handling of image-rotation. | ||
194 | imgWidth = od->sy * C_UNIT; | ||
195 | imgHeight = od->sx * C_UNIT; | ||
196 | */ | ||
197 | } else { | ||
198 | origin[0] += od->sx * C_UNIT25 / 2.0; | ||
199 | origin[1] += od->sy * C_UNIT25 / 2.0; | ||
200 | } | ||
201 | } | ||
202 | |||
203 | /* don't handle the od->tech->image here - it's very ufopedia specific in most cases */ | ||
204 | if (od->image[0] != '\0') { | ||
205 | const int imgWidth = od->sx * C_UNIT25; | ||
206 | const int imgHeight = od->sy * C_UNIT25; | ||
207 | origin[0] -= od->sx * C_UNIT25 / 2.0; | ||
208 | origin[1] -= od->sy * C_UNIT25 / 2.0; | ||
209 | |||
210 | /* Draw the image. */ | ||
211 | R_Color(color); | ||
212 | UI_DrawNormImageByName(false, origin[0], origin[1], imgWidth, imgHeight, 0, 0, 0, 0, od->image); | ||
213 | R_Color(NULL__null); | ||
214 | } else { | ||
215 | uiModel_t *model = NULL__null; | ||
216 | const char *modelName = GAME_GetModelForItem(od, &model); | ||
217 | |||
218 | /* no model definition in the tech struct, not in the fallback object definition */ | ||
219 | if (Q_strnull(modelName)((modelName) == __null || (modelName)[0] == '\0')) { | ||
220 | Com_Printf("UI_DrawItem: No model given for item: '%s'\n", od->id); | ||
221 | return; | ||
222 | } | ||
223 | |||
224 | if (model && node) { | ||
225 | UI_DrawModelNode(node, modelName); | ||
226 | } else { | ||
227 | modelInfo_t mi; | ||
228 | vec3_t angles = {-10, 160, 70}; | ||
229 | vec3_t size = {scale[0], scale[1], scale[2]}; | ||
230 | vec3_t center; | ||
231 | |||
232 | if (item->rotated) | ||
233 | angles[0] -= 90; | ||
234 | |||
235 | if (od->scale) | ||
236 | VectorScale(size, od->scale, size)((size)[0] = (size)[0] * (od->scale),(size)[1] = (size)[1] * (od->scale),(size)[2] = (size)[2] * (od->scale)); | ||
237 | |||
238 | VectorNegate(od->center, center)((center)[0]=-(od->center)[0],(center)[1]=-(od->center) [1],(center)[2]=-(od->center)[2]); | ||
239 | |||
240 | OBJZERO(mi)(memset(&((mi)), (0), sizeof((mi)))); | ||
241 | mi.origin = origin; | ||
242 | mi.angles = angles; | ||
243 | mi.center = center; | ||
244 | mi.scale = size; | ||
245 | mi.color = col; | ||
246 | mi.name = modelName; | ||
247 | |||
248 | /* draw the model */ | ||
249 | R_DrawModelDirect(&mi, NULL__null, NULL__null); | ||
250 | } | ||
251 | } | ||
252 | } | ||
253 | |||
254 | /** | ||
255 | * @brief Generate tooltip text for an item. | ||
256 | * @param[in] item The item we want to generate the tooltip text for. | ||
257 | * @param[in,out] tooltipText Pointer to a string the information should be written into. | ||
258 | * @param[in] stringMaxLength Max. string size of @c tooltipText. | ||
259 | * @return Number of lines | ||
260 | */ | ||
261 | static void UI_GetItemTooltip (item_t item, char *tooltipText, size_t stringMaxLength) | ||
262 | { | ||
263 | const objDef_t *weapon; | ||
264 | |||
265 | assert(item.t)(__builtin_expect(!(item.t), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 265, "item.t") : (void)0); | ||
266 | |||
267 | if (item.amount > 1) | ||
268 | Com_sprintf(tooltipText, stringMaxLength, "%i x %s\n", item.amount, _(item.t->name)gettext(item.t->name)); | ||
269 | else | ||
270 | Com_sprintf(tooltipText, stringMaxLength, "%s\n", _(item.t->name)gettext(item.t->name)); | ||
271 | |||
272 | /* Only display further info if item.t is researched */ | ||
273 | if (GAME_ItemIsUseable(item.t)) { | ||
274 | if (item.t->weapon) { | ||
275 | /* Get info about used ammo (if there is any) */ | ||
276 | if (item.t == item.m) { | ||
277 | /* Item has no ammo but might have shot-count */ | ||
278 | if (item.a) { | ||
279 | Q_strcat(tooltipText, va(_("Ammo: %i\n")gettext("Ammo: %i\n"), item.a), stringMaxLength); | ||
280 | } | ||
281 | } else if (item.m) { | ||
282 | /* Search for used ammo and display name + ammo count */ | ||
283 | Q_strcat(tooltipText, va(_("%s loaded\n")gettext("%s loaded\n"), _(item.m->name)gettext(item.m->name)), stringMaxLength); | ||
284 | Q_strcat(tooltipText, va(_("Ammo: %i\n")gettext("Ammo: %i\n"), item.a), stringMaxLength); | ||
285 | } | ||
286 | } else if (item.t->numWeapons) { | ||
287 | /* Check if this is a non-weapon and non-ammo item */ | ||
288 | if (!(item.t->numWeapons == 1 && item.t->weapons[0] == item.t)) { | ||
289 | int i; | ||
290 | /* If it's ammo get the weapon names it can be used in */ | ||
291 | Q_strcat(tooltipText, _("Usable in:\n")gettext("Usable in:\n"), stringMaxLength); | ||
292 | for (i = 0; i < item.t->numWeapons; i++) { | ||
293 | weapon = item.t->weapons[i]; | ||
294 | if (GAME_ItemIsUseable(weapon)) { | ||
295 | Q_strcat(tooltipText, va("* %s\n", _(weapon->name)gettext(weapon->name)), stringMaxLength); | ||
296 | } | ||
297 | } | ||
298 | } | ||
299 | } | ||
300 | } | ||
301 | } | ||
302 | |||
303 | /** | ||
304 | * @brief Search a child container node by the given container id | ||
305 | * @note Only search with one depth | ||
306 | */ | ||
307 | uiNode_t *UI_GetContainerNodeByContainerIDX (const uiNode_t* const parent, const int index) | ||
308 | { | ||
309 | const invDef_t* const container = INVDEF(index)(&csi.ids[(index)]); | ||
310 | uiNode_t *containerNode = UI_GetNode(parent, container->name); | ||
311 | return containerNode; | ||
312 | } | ||
313 | |||
314 | /** | ||
315 | * @brief Draws the rectangle in a 'free' style on position posx/posy (pixel) in the size sizex/sizey (pixel) | ||
316 | */ | ||
317 | static void UI_DrawDisabled (const uiNode_t* node) | ||
318 | { | ||
319 | const vec4_t color = { 0.3f, 0.3f, 0.3f, 0.7f }; | ||
320 | vec2_t nodepos; | ||
321 | |||
322 | UI_GetNodeAbsPos(node, nodepos); | ||
323 | UI_DrawFill(nodepos[0], nodepos[1], node->box.size[0], node->box.size[1], color); | ||
324 | } | ||
325 | |||
326 | /** | ||
327 | * @brief Draws the rectangle in a 'free' style on position posx/posy (pixel) in the size sizex/sizey (pixel) | ||
328 | */ | ||
329 | static void UI_DrawFree (containerIndex_t container, const uiNode_t *node, int posx, int posy, int sizex, int sizey, bool showTUs) | ||
330 | { | ||
331 | const vec4_t color = { 0.0f, 1.0f, 0.0f, 0.7f }; | ||
332 | invDef_t* inv = INVDEF(container)(&csi.ids[(container)]); | ||
333 | vec2_t nodepos; | ||
334 | |||
335 | UI_GetNodeAbsPos(node, nodepos); | ||
336 | UI_DrawFill(posx, posy, sizex, sizey, color); | ||
337 | |||
338 | /* if showTUs is true (only the first time in none single containers) | ||
339 | * and we are connected to a game */ | ||
340 | if (showTUs && CL_BattlescapeRunning()) { | ||
341 | UI_DrawString("f_verysmall", ALIGN_UL, nodepos[0] + 3, nodepos[1] + 3, | ||
342 | nodepos[0] + 3, node->box.size[0] - 6, 0, | ||
343 | va(_("In: %i Out: %i")gettext("In: %i Out: %i"), inv->in, inv->out)); | ||
344 | } | ||
345 | } | ||
346 | |||
347 | /** | ||
348 | * @brief Draws the free and usable inventory positions when dragging an item. | ||
349 | * @note Only call this function in dragging mode | ||
350 | */ | ||
351 | static void UI_ContainerNodeDrawFreeSpace (uiNode_t *node, inventory_t *inv) | ||
352 | { | ||
353 | const objDef_t *od = UI_DNDGetItem()->t; /**< Get the 'type' of the dragged item. */ | ||
354 | vec2_t nodepos; | ||
355 | |||
356 | /* Draw only in dragging-mode and not for the equip-floor */ | ||
357 | assert(UI_DNDIsDragging())(__builtin_expect(!(UI_DNDIsDragging()), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 357, "UI_DNDIsDragging()" ) : (void)0); | ||
358 | assert(inv)(__builtin_expect(!(inv), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 358, "inv") : (void)0); | ||
359 | |||
360 | UI_GetNodeAbsPos(node, nodepos); | ||
361 | /* if single container (hands, extension, headgear) */ | ||
362 | if (EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->single) { | ||
363 | /* if container is free or the dragged-item is in it */ | ||
364 | if (UI_DNDIsSourceNode(node) || INVSH_CheckToInventory(inv, od, EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container, 0, 0, dragInfoIC)) | ||
365 | UI_DrawFree(EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id, node, nodepos[0], nodepos[1], node->box.size[0], node->box.size[1], true); | ||
366 | } else { | ||
367 | /* The shape of the free positions. */ | ||
368 | uint32_t free[SHAPE_BIG_MAX_HEIGHT16]; | ||
369 | bool showTUs = true; | ||
370 | int x, y; | ||
371 | |||
372 | OBJZERO(free)(memset(&((free)), (0), sizeof((free)))); | ||
373 | |||
374 | for (y = 0; y < SHAPE_BIG_MAX_HEIGHT16; y++) { | ||
375 | for (x = 0; x < SHAPE_BIG_MAX_WIDTH32; x++) { | ||
376 | /* Check if the current position is usable (topleft of the item). */ | ||
377 | |||
378 | /* Add '1's to each position the item is 'blocking'. */ | ||
379 | const int checkedTo = INVSH_CheckToInventory(inv, od, EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container, x, y, dragInfoIC); | ||
380 | if (checkedTo & INV_FITS) /* Item can be placed normally. */ | ||
381 | INVSH_MergeShapes(free, (uint32_t)od->shape, x, y); | ||
382 | if (checkedTo & INV_FITS_ONLY_ROTATED) /* Item can be placed rotated. */ | ||
383 | INVSH_MergeShapes(free, INVSH_ShapeRotate((uint32_t)od->shape), x, y); | ||
384 | |||
385 | /* Only draw on existing positions. */ | ||
386 | if (INVSH_CheckShape(EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->shape, x, y)) { | ||
387 | if (INVSH_CheckShape(free, x, y)) { | ||
388 | UI_DrawFree(EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id, node, nodepos[0] + x * C_UNIT25, nodepos[1] + y * C_UNIT25, C_UNIT25, C_UNIT25, showTUs); | ||
389 | showTUs = false; | ||
390 | } | ||
391 | } | ||
392 | } | ||
393 | } | ||
394 | } | ||
395 | } | ||
396 | |||
397 | /** | ||
398 | * @brief Calculates the size of a container node and links the container | ||
399 | * into the node (uses the @c invDef_t shape bitmask to determine the size) | ||
400 | * @param[in,out] node The node to get the size for | ||
401 | */ | ||
402 | void uiContainerNode::onLoaded (uiNode_t* const node) | ||
403 | { | ||
404 | const char *name; | ||
405 | const invDef_t *container; | ||
406 | |||
407 | /** @todo find a better way to add more equip node, without this hack */ | ||
408 | name = node->name; | ||
409 | if (Q_strstart(node->name, "equip_")) | ||
410 | name = "equip"; | ||
411 | |||
412 | container = INVSH_GetInventoryDefinitionByID(name); | ||
413 | if (container == NULL__null) | ||
414 | return; | ||
415 | |||
416 | EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container = container; | ||
417 | |||
418 | if (UI_IsScrollContainerNode(node)) { | ||
419 | /* No need to compute the size, the script provide it */ | ||
420 | } else { | ||
421 | int i, j; | ||
422 | /* Start on the last bit of the shape mask. */ | ||
423 | for (i = SHAPE_BIG_MAX_WIDTH32 - 1; i >= 0; i--) { | ||
424 | for (j = 0; j < SHAPE_BIG_MAX_HEIGHT16; j++) | ||
425 | if (container->shape[j] & (1 << i)) | ||
426 | break; | ||
427 | if (j < SHAPE_BIG_MAX_HEIGHT16) | ||
428 | break; | ||
429 | } | ||
430 | node->box.size[0] = C_UNIT25 * (i + 1) + 0.01; | ||
431 | |||
432 | /* start on the lower row of the shape mask */ | ||
433 | for (i = SHAPE_BIG_MAX_HEIGHT16 - 1; i >= 0; i--) | ||
434 | if (container->shape[i] & ~0x0) | ||
435 | break; | ||
436 | node->box.size[1] = C_UNIT25 * (i + 1) + 0.01; | ||
437 | } | ||
438 | } | ||
439 | |||
440 | static const vec3_t scale = {3.5, 3.5, 3.5}; | ||
441 | /** @todo it may be nice to vectorise that */ | ||
442 | static const vec4_t colorDefault = {1, 1, 1, 1}; | ||
443 | static const vec4_t colorLoadable = {0.5, 1, 0.5, 1}; | ||
444 | static const vec4_t colorDisabled = {0.5, 0.5, 0.5, 1}; | ||
445 | static const vec4_t colorDisabledLoadable = {0.5, 0.25, 0.25, 1.0}; | ||
446 | static const vec4_t colorPreview = { 0.5, 0.5, 1, 1 }; /**< Make the preview item look bluish */ | ||
447 | |||
448 | /** | ||
449 | * @brief Draw a container which only contains one item | ||
450 | * @param node Context node | ||
451 | * @param highlightType Current selected object | ||
452 | */ | ||
453 | static void UI_ContainerNodeDrawSingle (uiNode_t *node, const objDef_t *highlightType) | ||
454 | { | ||
455 | vec4_t color; | ||
456 | vec3_t pos; | ||
457 | |||
458 | UI_GetNodeAbsPos(node, pos); | ||
459 | pos[0] += node->box.size[0] / 2.0; | ||
460 | pos[1] += node->box.size[1] / 2.0; | ||
461 | pos[2] = 0; | ||
462 | |||
463 | /* Single item container (special case for left hand). */ | ||
464 | if (INV_IsLeftDef(EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container) && !ui_inventory->c[csi.idLeft]) { | ||
465 | if (ui_inventory->c[csi.idRight]) { | ||
466 | const item_t *item = &ui_inventory->c[csi.idRight]->item; | ||
467 | assert(item)(__builtin_expect(!(item), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 467, "item") : (void)0); | ||
468 | assert(item->t)(__builtin_expect(!(item->t), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 468, "item->t") : (void)0); | ||
469 | |||
470 | if (item->t->holdTwoHanded) { | ||
471 | if (highlightType && INVSH_LoadableInWeapon(highlightType, item->t)) | ||
472 | memcpy(color, colorLoadable, sizeof(vec4_t)); | ||
473 | else | ||
474 | memcpy(color, colorDefault, sizeof(vec4_t)); | ||
475 | color[3] = 0.5; | ||
476 | UI_DrawItem(node, pos, item, -1, -1, scale, color); | ||
477 | } | ||
478 | } | ||
479 | } else if (ui_inventory->c[EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id]) { | ||
480 | bool disabled = false; | ||
481 | const item_t *item; | ||
482 | |||
483 | if (ui_inventory->c[csi.idRight]) { | ||
484 | item = &ui_inventory->c[csi.idRight]->item; | ||
485 | /* If there is a weapon in the right hand that needs two hands to shoot it | ||
486 | * and there is a weapon in the left, then draw a disabled marker for the | ||
487 | * fireTwoHanded weapon. */ | ||
488 | assert(item)(__builtin_expect(!(item), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 488, "item") : (void)0); | ||
489 | assert(item->t)(__builtin_expect(!(item->t), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 489, "item->t") : (void)0); | ||
490 | if (INV_IsRightDef(EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container) && item->t->fireTwoHanded && ui_inventory->c[csi.idLeft]) { | ||
491 | disabled = true; | ||
492 | UI_DrawDisabled(node); | ||
493 | } | ||
494 | } | ||
495 | |||
496 | item = &ui_inventory->c[EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id]->item; | ||
497 | assert(item)(__builtin_expect(!(item), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 497, "item") : (void)0); | ||
498 | assert(item->t)(__builtin_expect(!(item->t), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 498, "item->t") : (void)0); | ||
499 | if (highlightType && INVSH_LoadableInWeapon(highlightType, item->t)) { | ||
500 | if (disabled) | ||
501 | Vector4Copy(colorDisabledLoadable, color)((color)[0]=(colorDisabledLoadable)[0],(color)[1]=(colorDisabledLoadable )[1],(color)[2]=(colorDisabledLoadable)[2],(color)[3]=(colorDisabledLoadable )[3]); | ||
502 | else | ||
503 | Vector4Copy(colorLoadable, color)((color)[0]=(colorLoadable)[0],(color)[1]=(colorLoadable)[1], (color)[2]=(colorLoadable)[2],(color)[3]=(colorLoadable)[3]); | ||
504 | } else { | ||
505 | if (disabled) | ||
506 | Vector4Copy(colorDisabled, color)((color)[0]=(colorDisabled)[0],(color)[1]=(colorDisabled)[1], (color)[2]=(colorDisabled)[2],(color)[3]=(colorDisabled)[3]); | ||
507 | else | ||
508 | Vector4Copy(colorDefault, color)((color)[0]=(colorDefault)[0],(color)[1]=(colorDefault)[1],(color )[2]=(colorDefault)[2],(color)[3]=(colorDefault)[3]); | ||
509 | } | ||
510 | if (disabled) | ||
511 | color[3] = 0.5; | ||
512 | UI_DrawItem(node, pos, item, -1, -1, scale, color); | ||
513 | } | ||
514 | } | ||
515 | |||
516 | /** | ||
517 | * @brief Draw a grip container | ||
518 | */ | ||
519 | static void UI_ContainerNodeDrawGrid (uiNode_t *node, const objDef_t *highlightType) | ||
520 | { | ||
521 | const invList_t *ic; | ||
522 | vec3_t pos; | ||
523 | |||
524 | UI_GetNodeAbsPos(node, pos); | ||
525 | pos[2] = 0; | ||
526 | |||
527 | for (ic = ui_inventory->c[EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id]; ic; ic = ic->next) { | ||
528 | assert(ic->item.t)(__builtin_expect(!(ic->item.t), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 528, "ic->item.t" ) : (void)0); | ||
529 | if (highlightType && INVSH_LoadableInWeapon(highlightType, ic->item.t)) | ||
530 | UI_DrawItem(node, pos, &ic->item, ic->x, ic->y, scale, colorLoadable); | ||
531 | else | ||
532 | UI_DrawItem(node, pos, &ic->item, ic->x, ic->y, scale, colorDefault); | ||
533 | } | ||
534 | } | ||
535 | |||
536 | /** | ||
537 | * @brief Draw a preview of the DND item dropped into the node | ||
538 | */ | ||
539 | static void UI_ContainerNodeDrawDropPreview (uiNode_t *target) | ||
540 | { | ||
541 | item_t previewItem; | ||
542 | int checkedTo; | ||
543 | vec3_t origine; | ||
544 | |||
545 | /* no preview into scrollable list */ | ||
546 | if (UI_IsScrollContainerNode(target)) | ||
547 | return; | ||
548 | |||
549 | /* copy the DND item to not change the original one */ | ||
550 | previewItem = *UI_DNDGetItem(); | ||
551 | previewItem.rotated = false; | ||
552 | checkedTo = INVSH_CheckToInventory(ui_inventory, previewItem.t, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, dragInfoToX, dragInfoToY, dragInfoIC); | ||
553 | if (checkedTo == INV_FITS_ONLY_ROTATED) | ||
554 | previewItem.rotated = true; | ||
555 | |||
556 | /* no place found */ | ||
557 | if (!checkedTo) | ||
558 | return; | ||
559 | |||
560 | /* Hack, no preview for armour, we don't want it out of the armour container (and armour container is not visible) */ | ||
561 | if (INV_IsArmour(previewItem.t)((strcmp((previewItem.t)->type, "armour") == 0))) | ||
562 | return; | ||
563 | |||
564 | UI_GetNodeAbsPos(target, origine); | ||
565 | origine[2] = -40; | ||
566 | |||
567 | /* Get center of single container for placement of preview item */ | ||
568 | if (EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container->single) { | ||
569 | origine[0] += target->box.size[0] / 2.0; | ||
570 | origine[1] += target->box.size[1] / 2.0; | ||
571 | /* This is a "grid" container - we need to calculate the item-position | ||
572 | * (on the screen) from stored placement in the container and the | ||
573 | * calculated rotation info. */ | ||
574 | } else { | ||
575 | if (previewItem.rotated) { | ||
576 | origine[0] += (dragInfoToX + previewItem.t->sy / 2.0) * C_UNIT25; | ||
577 | origine[1] += (dragInfoToY + previewItem.t->sx / 2.0) * C_UNIT25; | ||
578 | } else { | ||
579 | origine[0] += (dragInfoToX + previewItem.t->sx / 2.0) * C_UNIT25; | ||
580 | origine[1] += (dragInfoToY + previewItem.t->sy / 2.0) * C_UNIT25; | ||
581 | } | ||
582 | } | ||
583 | |||
584 | UI_DrawItem(NULL__null, origine, &previewItem, -1, -1, scale, colorPreview); | ||
585 | } | ||
586 | |||
587 | /** | ||
588 | * @brief Main function to draw a container node | ||
589 | */ | ||
590 | void uiContainerNode::draw (uiNode_t *node) | ||
591 | { | ||
592 | const objDef_t *highlightType = NULL__null; | ||
593 | |||
594 | if (!EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container) | ||
595 | return; | ||
596 | if (!ui_inventory) | ||
597 | return; | ||
598 | /* is container invisible */ | ||
599 | if (node->color[3] < 0.001) | ||
600 | return; | ||
601 | |||
602 | /* Highlight weapons that the dragged ammo (if it is one) can be loaded into. */ | ||
603 | if (UI_DNDIsDragging() && UI_DNDGetType() == DND_ITEM) { | ||
604 | highlightType = UI_DNDGetItem()->t; | ||
605 | } | ||
606 | |||
607 | if (EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->single) { | ||
608 | UI_ContainerNodeDrawSingle(node, highlightType); | ||
609 | } else { | ||
610 | if (UI_IsScrollContainerNode(node)) { | ||
611 | assert(false)(__builtin_expect(!(false), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 611, "false") : (void)0); | ||
612 | } else { | ||
613 | UI_ContainerNodeDrawGrid(node, highlightType); | ||
614 | } | ||
615 | } | ||
616 | |||
617 | /* Draw free space if dragging - but not for idEquip */ | ||
618 | if (UI_DNDIsDragging() && EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container->id != csi.idEquip) | ||
619 | UI_ContainerNodeDrawFreeSpace(node, ui_inventory); | ||
620 | |||
621 | if (UI_DNDIsTargetNode(node)) | ||
622 | UI_ContainerNodeDrawDropPreview(node); | ||
623 | } | ||
624 | |||
625 | /** | ||
626 | * @brief Gets location of the item the mouse is over | ||
627 | * @param[in] node The container-node. | ||
628 | * @param[in] mouseX X location of the mouse. | ||
629 | * @param[in] mouseY Y location of the mouse. | ||
630 | * @param[out] contX X location in the container (index of item in row). | ||
631 | * @param[out] contY Y location in the container (row). | ||
632 | * @sa UI_ContainerNodeSearchInScrollableContainer | ||
633 | */ | ||
634 | static invList_t *UI_ContainerNodeGetItemAtPosition (const uiNode_t* const node, int mouseX, int mouseY, int* contX, int* contY) | ||
635 | { | ||
636 | invList_t *result = NULL__null; | ||
637 | |||
638 | if (!ui_inventory) | ||
639 | return NULL__null; | ||
640 | |||
641 | /* Get coordinates inside a scrollable container (if it is one). */ | ||
642 | if (UI_IsScrollContainerNode(node)) { | ||
643 | Sys_Error("UI_ContainerNodeGetItemAtPosition is not usable for scrollable containers!"); | ||
644 | } else { | ||
645 | vec2_t nodepos; | ||
646 | int fromX, fromY; | ||
647 | |||
648 | UI_GetNodeAbsPos(node, nodepos); | ||
649 | /* Normalize screen coordinates to container coordinates. */ | ||
650 | fromX = (int) (mouseX - nodepos[0]) / C_UNIT25; | ||
651 | fromY = (int) (mouseY - nodepos[1]) / C_UNIT25; | ||
652 | if (contX) | ||
653 | *contX = fromX; | ||
654 | if (contY) | ||
655 | *contY = fromY; | ||
656 | |||
657 | result = INVSH_SearchInInventory(ui_inventory, EXTRADATACONST(node)(*((const containerExtraData_t*)((const char*)node + sizeof(uiNode_t )))).container, fromX, fromY); | ||
658 | } | ||
659 | return result; | ||
660 | } | ||
661 | |||
662 | /** | ||
663 | * @brief Custom tooltip for container node | ||
664 | * @param[in] node Node we request to draw tooltip | ||
665 | * @param[in] x Position x of the mouse | ||
666 | * @param[in] y Position y of the mouse | ||
667 | */ | ||
668 | void uiContainerNode::drawTooltip (uiNode_t *node, int x, int y) | ||
669 | { | ||
670 | static char tooltiptext[MAX_VAR64 * 2]; | ||
671 | const invList_t *itemHover; | ||
672 | vec2_t nodepos; | ||
673 | |||
674 | UI_GetNodeAbsPos(node, nodepos); | ||
675 | |||
676 | /* Find out where the mouse is. */ | ||
677 | itemHover = UI_ContainerNodeGetItemAtPosition(node, x, y, NULL__null, NULL__null); | ||
678 | |||
679 | if (itemHover) { | ||
680 | const int itemToolTipWidth = 250; | ||
681 | |||
682 | /* Get name and info about item */ | ||
683 | UI_GetItemTooltip(itemHover->item, tooltiptext, sizeof(tooltiptext)); | ||
684 | #ifdef DEBUG1 | ||
685 | /* Display stored container-coordinates of the item. */ | ||
686 | Q_strcat(tooltiptext, va("\n%i/%i", itemHover->x, itemHover->y), sizeof(tooltiptext)); | ||
687 | #endif | ||
688 | UI_DrawTooltip(tooltiptext, x, y, itemToolTipWidth); | ||
689 | } | ||
690 | } | ||
691 | |||
692 | static bool UI_ContainerNodeAddItem (const invDef_t *container, invList_t *ic, containerIndex_t containerID) | ||
693 | { | ||
694 | int px, py; | ||
695 | const invDef_t *target = INVDEF(containerID)(&csi.ids[(containerID)]); | ||
696 | INVSH_FindSpace(ui_inventory, &ic->item, target, &px, &py, NULL__null); | ||
697 | return INV_MoveItem(ui_inventory, target, px, py, container, ic); | ||
698 | } | ||
699 | |||
700 | /** | ||
701 | * @brief Try to autoplace an item from a container. | ||
702 | * @param[in] node The context node | ||
703 | * @param[in] ic An item from the node container | ||
704 | * @todo We should use an item ID, and get the item inside the function, to avoid wrong uses. | ||
705 | */ | ||
706 | void UI_ContainerNodeAutoPlaceItem (uiNode_t* node, invList_t *ic) | ||
707 | { | ||
708 | containerIndex_t target; | ||
709 | uiNode_t *targetNode; | ||
710 | bool ammoChanged = false; | ||
711 | const invDef_t *container = EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container; | ||
712 | |||
713 | /* Right click: automatic item assignment/removal. */ | ||
714 | if (container->id != csi.idEquip) { | ||
715 | if (ic->item.m && ic->item.m != ic->item.t && ic->item.a) { | ||
716 | /* Remove ammo on removing weapon from a soldier */ | ||
717 | target = csi.idEquip; | ||
718 | ammoChanged = INV_UnloadWeapon(ic, ui_inventory, INVDEF(target)(&csi.ids[(target)])); | ||
719 | } else { | ||
720 | /* Move back to idEquip (ground, floor) container. */ | ||
721 | target = csi.idEquip; | ||
722 | INV_MoveItem(ui_inventory, INVDEF(target)(&csi.ids[(target)]), NONE-1, NONE-1, container, ic); | ||
723 | } | ||
724 | } else { | ||
725 | bool packed = false; | ||
726 | assert(ic->item.t)(__builtin_expect(!(ic->item.t), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 726, "ic->item.t" ) : (void)0); | ||
727 | /* armour can only have one target */ | ||
728 | if (INV_IsArmour(ic->item.t)((strcmp((ic->item.t)->type, "armour") == 0))) { | ||
729 | target = csi.idArmour; | ||
730 | packed = INV_MoveItem(ui_inventory, INVDEF(target)(&csi.ids[(target)]), 0, 0, container, ic); | ||
731 | /* ammo or item */ | ||
732 | } else if (INV_IsAmmo(ic->item.t)((strcmp((ic->item.t)->type, "ammo") == 0))) { | ||
733 | /* Finally try left and right hand. There is no other place to put it now. */ | ||
734 | const containerIndex_t idxArray[] = { csi.idBelt, csi.idHolster, csi.idBackpack, csi.idLeft, csi.idRight }; | ||
735 | const size_t size = lengthof(idxArray)(sizeof(idxArray) / sizeof(*(idxArray))); | ||
736 | unsigned int i; | ||
737 | for (i = 0; i < size; i++) { | ||
738 | target = idxArray[i]; | ||
739 | packed = UI_ContainerNodeAddItem(container, ic, target); | ||
740 | if (packed) | ||
741 | break; | ||
742 | } | ||
743 | } else { | ||
744 | if (ic->item.t->headgear) { | ||
745 | target = csi.idHeadgear; | ||
746 | packed = UI_ContainerNodeAddItem(container, ic, target); | ||
747 | } else { | ||
748 | /* left and right are single containers, but this might change - it's cleaner to check | ||
749 | * for available space here, too */ | ||
750 | const containerIndex_t idxArray[] = { csi.idRight, csi.idLeft, csi.idBelt, csi.idHolster, csi.idBackpack }; | ||
751 | const size_t size = lengthof(idxArray)(sizeof(idxArray) / sizeof(*(idxArray))); | ||
752 | unsigned int i; | ||
753 | for (i = 0; i < size; i++) { | ||
754 | target = idxArray[i]; | ||
755 | packed = UI_ContainerNodeAddItem(container, ic, target); | ||
756 | if (packed) { | ||
757 | if ((ic->item.t->weapon && !ic->item.a) || ic->item.t->oneshot) | ||
758 | ammoChanged = INV_LoadWeapon(ic, ui_inventory, container, INVDEF(target)(&csi.ids[(target)])); | ||
759 | break; | ||
760 | } | ||
761 | } | ||
762 | } | ||
763 | } | ||
764 | /* no need to continue here - placement wasn't successful at all */ | ||
765 | if (!packed) | ||
766 | return; | ||
767 | } | ||
768 | |||
769 | /* Run onChange events */ | ||
770 | targetNode = UI_GetContainerNodeByContainerIDX(node->parent, target); | ||
771 | if (node->onChange) | ||
772 | UI_ExecuteEventActions(node, node->onChange); | ||
773 | if (targetNode != NULL__null && node != targetNode && targetNode->onChange) | ||
774 | UI_ExecuteEventActions(targetNode, targetNode->onChange); | ||
775 | /* Also call onChange for equip_ammo if ammo moved | ||
776 | * Maybe there's a better way to do this? */ | ||
777 | if (INV_IsAmmo(ic->item.t)((strcmp((ic->item.t)->type, "ammo") == 0)) || ammoChanged) { | ||
778 | /** @todo hard coded node name, remove it when it is possible */ | ||
779 | uiNode_t *ammoNode = UI_GetNode(node->root, "equip_ammo"); | ||
780 | if (ammoNode != NULL__null && node != ammoNode && ammoNode->onChange) | ||
781 | UI_ExecuteEventActions(ammoNode, ammoNode->onChange); | ||
782 | } | ||
783 | } | ||
784 | |||
785 | /** | ||
786 | * @brief Try to autoplace an item at a position | ||
787 | * when right-click was used in the inventory. | ||
788 | * @param[in] node The context node | ||
789 | * @param[in] mouseX X mouse coordinates. | ||
790 | * @param[in] mouseY Y mouse coordinates. | ||
791 | */ | ||
792 | static void UI_ContainerNodeAutoPlace (uiNode_t* node, int mouseX, int mouseY) | ||
793 | { | ||
794 | int sel; | ||
795 | invList_t *ic; | ||
796 | int fromX, fromY; | ||
797 | |||
798 | if (!ui_inventory) | ||
| |||
799 | return; | ||
800 | |||
801 | /* don't allow this in tactical missions */ | ||
802 | if (CL_BattlescapeRunning()) | ||
| |||
803 | return; | ||
804 | |||
805 | sel = cl_selected->integer; | ||
806 | if (sel < 0) | ||
| |||
807 | return; | ||
808 | |||
809 | assert(EXTRADATA(node).container)(__builtin_expect(!((*((containerExtraData_t*)((char*)node + sizeof (uiNode_t)))).container), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 809, "EXTRADATA(node).container") : (void)0); | ||
810 | |||
811 | ic = UI_ContainerNodeGetItemAtPosition(node, mouseX, mouseY, &fromX, &fromY); | ||
812 | Com_DPrintf(DEBUG_CLIENT0x20, "UI_ContainerNodeAutoPlace: item %i/%i selected from scrollable container.\n", fromX, fromY); | ||
| |||
813 | if (!ic) | ||
814 | return; | ||
815 | UI_ContainerNodeAutoPlaceItem(node, ic); | ||
816 | } | ||
817 | |||
818 | static int oldMouseX = 0; | ||
819 | static int oldMouseY = 0; | ||
820 | |||
821 | void uiContainerNode::onCapturedMouseMove (uiNode_t *node, int x, int y) | ||
822 | { | ||
823 | const int delta = abs(oldMouseX - x) + abs(oldMouseY - y); | ||
824 | if (delta > 15) { | ||
825 | UI_DNDDragItem(node, &(dragInfoIC->item)); | ||
826 | UI_MouseRelease(); | ||
827 | } | ||
828 | } | ||
829 | |||
830 | void uiContainerNode::onMouseDown (uiNode_t *node, int x, int y, int button) | ||
831 | { | ||
832 | switch (button) { | ||
| |||
833 | case K_MOUSE1: | ||
834 | { | ||
835 | /* start drag and drop */ | ||
836 | int fromX, fromY; | ||
837 | dragInfoIC = UI_ContainerNodeGetItemAtPosition(node, x, y, &fromX, &fromY); | ||
838 | if (dragInfoIC) { | ||
839 | dragInfoFromX = fromX; | ||
840 | dragInfoFromY = fromY; | ||
841 | oldMouseX = x; | ||
842 | oldMouseY = y; | ||
843 | UI_SetMouseCapture(node); | ||
844 | EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).lastSelectedId = dragInfoIC->item.t->idx; | ||
845 | if (EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).onSelect) { | ||
846 | UI_ExecuteEventActions(node, EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).onSelect); | ||
847 | } | ||
848 | } | ||
849 | break; | ||
850 | } | ||
851 | case K_MOUSE2: | ||
852 | if (UI_DNDIsDragging()) { | ||
| |||
853 | UI_DNDAbort(); | ||
854 | } else { | ||
855 | /* auto place */ | ||
856 | UI_ContainerNodeAutoPlace(node, x, y); | ||
| |||
857 | } | ||
858 | break; | ||
859 | default: | ||
860 | break; | ||
861 | } | ||
862 | } | ||
863 | |||
864 | void uiContainerNode::onMouseUp (uiNode_t *node, int x, int y, int button) | ||
865 | { | ||
866 | if (button != K_MOUSE1) | ||
867 | return; | ||
868 | if (UI_GetMouseCapture() == node) { | ||
869 | UI_MouseRelease(); | ||
870 | } | ||
871 | if (UI_DNDIsDragging()) { | ||
872 | UI_DNDDrop(); | ||
873 | } | ||
874 | } | ||
875 | |||
876 | void uiContainerNode::onLoading (uiNode_t *node) | ||
877 | { | ||
878 | EXTRADATA(node)(*((containerExtraData_t*)((char*)node + sizeof(uiNode_t)))).container = NULL__null; | ||
879 | node->color[3] = 1.0; | ||
880 | } | ||
881 | |||
882 | /** | ||
883 | * @brief Call when a DND enter into the node | ||
884 | */ | ||
885 | bool uiContainerNode::onDndEnter (uiNode_t *target) | ||
886 | { | ||
887 | /* accept items only, if we have a container */ | ||
888 | return UI_DNDGetType() == DND_ITEM && EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container && (!UI_IsScrollContainerNode(target) || UI_DNDGetSourceNode() != target); | ||
889 | } | ||
890 | |||
891 | /** | ||
892 | * @brief Call into the target when the DND hover it | ||
893 | * @return True if the DND is accepted | ||
894 | */ | ||
895 | bool uiContainerNode::onDndMove (uiNode_t *target, int x, int y) | ||
896 | { | ||
897 | vec2_t nodepos; | ||
898 | bool exists; | ||
899 | int itemX = 0; | ||
900 | int itemY = 0; | ||
901 | item_t *dragItem = UI_DNDGetItem(); | ||
902 | |||
903 | /* we already check it when the node accept the DND */ | ||
904 | assert(EXTRADATA(target).container)(__builtin_expect(!((*((containerExtraData_t*)((char*)target + sizeof(uiNode_t)))).container), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 904, "EXTRADATA(target).container") : (void)0); | ||
905 | |||
906 | UI_GetNodeAbsPos(target, nodepos); | ||
907 | |||
908 | /** We calculate the position of the top-left corner of the dragged | ||
909 | * item in oder to compensate for the centered-drawn cursor-item. | ||
910 | * Or to be more exact, we calculate the relative offset from the cursor | ||
911 | * location to the middle of the top-left square of the item. | ||
912 | * @sa UI_LeftClick */ | ||
913 | if (dragItem->t) { | ||
914 | itemX = C_UNIT25 * dragItem->t->sx / 2; /* Half item-width. */ | ||
915 | itemY = C_UNIT25 * dragItem->t->sy / 2; /* Half item-height. */ | ||
916 | |||
917 | /* Place relative center in the middle of the square. */ | ||
918 | itemX -= C_UNIT25 / 2; | ||
919 | itemY -= C_UNIT25 / 2; | ||
920 | } | ||
921 | |||
922 | dragInfoToX = (mousePosX - nodepos[0] - itemX) / C_UNIT25; | ||
923 | dragInfoToY = (mousePosY - nodepos[1] - itemY) / C_UNIT25; | ||
924 | |||
925 | /* Check if the items already exists in the container. i.e. there is already at least one item. */ | ||
926 | exists = false; | ||
927 | if ((INV_IsFloorDef(EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container) || INV_IsEquipDef(EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container)) | ||
928 | && (dragInfoToX < 0 || dragInfoToY < 0 || dragInfoToX >= SHAPE_BIG_MAX_WIDTH32 || dragInfoToY >= SHAPE_BIG_MAX_HEIGHT16) | ||
929 | && INVSH_ExistsInInventory(ui_inventory, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, dragItem)) { | ||
930 | exists = true; | ||
931 | } | ||
932 | |||
933 | /* Search for a suitable position to render the item at if | ||
934 | * the container is "single", the cursor is out of bound of the container. */ | ||
935 | if (!exists && dragItem->t && (EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container->single | ||
936 | || dragInfoToX < 0 || dragInfoToY < 0 | ||
937 | || dragInfoToX >= SHAPE_BIG_MAX_WIDTH32 || dragInfoToY >= SHAPE_BIG_MAX_HEIGHT16)) { | ||
938 | #if 0 | ||
939 | /* ... or there is something in the way. */ | ||
940 | /* We would need to check for weapon/ammo as well here, otherwise a preview would be drawn as well when hovering over the correct weapon to reload. */ | ||
941 | || (INVSH_CheckToInventory(ui_inventory, dragItem->t, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, dragInfoToX, dragInfoToY) == INV_DOES_NOT_FIT)) { | ||
942 | #endif | ||
943 | INVSH_FindSpace(ui_inventory, dragItem, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, &dragInfoToX, &dragInfoToY, dragInfoIC); | ||
944 | } | ||
945 | |||
946 | /* we can drag every thing */ | ||
947 | if (UI_IsScrollContainerNode(target)) { | ||
948 | return true; | ||
949 | } | ||
950 | |||
951 | { | ||
952 | invList_t *fItem; | ||
953 | |||
954 | /* is there empty slot? */ | ||
955 | const int checkedTo = INVSH_CheckToInventory(ui_inventory, dragItem->t, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, dragInfoToX, dragInfoToY, dragInfoIC); | ||
956 | if (checkedTo != INV_DOES_NOT_FIT) | ||
957 | return true; | ||
958 | |||
959 | /* can we equip dragging item into the target item? */ | ||
960 | fItem = INVSH_SearchInInventory(ui_inventory, EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container, dragInfoToX, dragInfoToY); | ||
961 | if (!fItem) | ||
962 | return false; | ||
963 | if (EXTRADATA(target)(*((containerExtraData_t*)((char*)target + sizeof(uiNode_t))) ).container->single) | ||
964 | return true; | ||
965 | return INVSH_LoadableInWeapon(dragItem->t, fItem->item.t); | ||
966 | } | ||
967 | } | ||
968 | |||
969 | /** | ||
970 | * @brief Call when a DND enter into the node | ||
971 | */ | ||
972 | void uiContainerNode::onDndLeave (uiNode_t *node) | ||
973 | { | ||
974 | dragInfoToX = -1; | ||
975 | dragInfoToY = -1; | ||
976 | } | ||
977 | |||
978 | /** | ||
979 | * @brief Call into the source when the DND end | ||
980 | */ | ||
981 | bool uiContainerNode::onDndFinished (uiNode_t *source, bool isDropped) | ||
982 | { | ||
983 | item_t *dragItem = UI_DNDGetItem(); | ||
984 | const invDef_t *sourceContainer = EXTRADATACONST(source)(*((const containerExtraData_t*)((const char*)source + sizeof (uiNode_t)))).container; | ||
985 | |||
986 | /* if the target can't finalize the DND we stop */ | ||
987 | if (!isDropped) { | ||
988 | return false; | ||
989 | } | ||
990 | |||
991 | assert(sourceContainer)(__builtin_expect(!(sourceContainer), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 991, "sourceContainer" ) : (void)0); | ||
992 | |||
993 | /* on tactical mission */ | ||
994 | if (CL_BattlescapeRunning()) { | ||
995 | const uiNode_t *target = UI_DNDGetTargetNode(); | ||
996 | const invDef_t *targetContainer = EXTRADATACONST(target)(*((const containerExtraData_t*)((const char*)target + sizeof (uiNode_t)))).container; | ||
997 | assert(targetContainer)(__builtin_expect(!(targetContainer), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 997, "targetContainer" ) : (void)0); | ||
998 | CL_ActorInvMove(selActor, sourceContainer->id, dragInfoFromX, dragInfoFromY, | ||
999 | targetContainer->id, dragInfoToX, dragInfoToY); | ||
1000 | } else { | ||
1001 | uiNode_t *target = UI_DNDGetTargetNode(); | ||
1002 | if (target) { | ||
1003 | invList_t *fItem; | ||
1004 | const invDef_t *targetContainer = EXTRADATACONST(target)(*((const containerExtraData_t*)((const char*)target + sizeof (uiNode_t)))).container; | ||
1005 | assert(targetContainer)(__builtin_expect(!(targetContainer), 0) ? __assert_rtn(__func__ , "src/client/ui/node/ui_node_container.cpp", 1005, "targetContainer" ) : (void)0); | ||
1006 | if (UI_IsScrollContainerNode(source)) { | ||
1007 | fItem = UI_ContainerNodeGetExistingItem(sourceContainer, dragItem->t, MAX_FILTERTYPES); | ||
1008 | } else | ||
1009 | fItem = INVSH_SearchInInventory(ui_inventory, sourceContainer, dragInfoFromX, dragInfoFromY); | ||
1010 | assert(fItem)(__builtin_expect(!(fItem), 0) ? __assert_rtn(__func__, "src/client/ui/node/ui_node_container.cpp" , 1010, "fItem") : (void)0); | ||
1011 | |||
1012 | /** @todo We must split the move in two. Here, we should not know how to add the item to the target (see dndDrop) */ | ||
1013 | /* Remove ammo on removing weapon from a soldier */ | ||
1014 | if (UI_IsScrollContainerNode(target) && fItem->item.m && fItem->item.m != fItem->item.t && fItem->item.a) | ||
1015 | INV_UnloadWeapon(fItem, ui_inventory, targetContainer); | ||
1016 | |||
1017 | /* move the item */ | ||
1018 | INV_MoveItem(ui_inventory, targetContainer, dragInfoToX, dragInfoToY, sourceContainer, fItem); | ||
1019 | |||
1020 | /* Add ammo on adding weapon to a soldier */ | ||
1021 | if (UI_IsScrollContainerNode(source) && ((fItem->item.t->weapon && !fItem->item.a) || fItem->item.t->oneshot)) | ||
1022 | INV_LoadWeapon(fItem, ui_inventory, sourceContainer, targetContainer); | ||
1023 | |||
1024 | /* Run onChange events */ | ||
1025 | if (source->onChange) | ||
1026 | UI_ExecuteEventActions(source, source->onChange); | ||
1027 | if (source != target && target->onChange) | ||
1028 | UI_ExecuteEventActions(target, target->onChange); | ||
1029 | } | ||
1030 | } | ||
1031 | |||
1032 | dragInfoFromX = -1; | ||
1033 | dragInfoFromY = -1; | ||
1034 | return true; | ||
1035 | } | ||
1036 | |||
1037 | void UI_RegisterContainerNode (uiBehaviour_t* behaviour) | ||
1038 | { | ||
1039 | behaviour->name = "container"; | ||
1040 | behaviour->manager = new uiContainerNode(); | ||
1041 | behaviour->extraDataSize = sizeof(EXTRADATA_TYPEcontainerExtraData_t); | ||
1042 | |||
1043 | /* Callback value set before calling onSelect. It is used to know the item selected */ | ||
1044 | UI_RegisterExtradataNodeProperty(behaviour, "lastselectedid", V_INT, containerExtraData_t, lastSelectedId)UI_RegisterNodePropertyPosSize_(behaviour, "lastselectedid", V_INT , ((size_t) &((containerExtraData_t *)(((containerExtraData_t *)((char*)0 + sizeof(uiNode_t)))))->lastSelectedId), sizeof (((containerExtraData_t *)0)->lastSelectedId)); | ||
1045 | /* Callback event called when the user select an item */ | ||
1046 | UI_RegisterExtradataNodeProperty(behaviour, "onselect", V_UI_ACTION, containerExtraData_t, onSelect)UI_RegisterNodePropertyPosSize_(behaviour, "onselect", (0x8000 + 0), ((size_t) &((containerExtraData_t *)(((containerExtraData_t *)((char*)0 + sizeof(uiNode_t)))))->onSelect), sizeof(((containerExtraData_t *)0)->onSelect)); | ||
1047 | } |