osb/source/frontend/StarInventory.hpp

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#ifndef STAR_INVENTORY_HPP
#define STAR_INVENTORY_HPP
#include "StarPane.hpp"
#include "StarInventoryTypes.hpp"
#include "StarItemDescriptor.hpp"
#include "StarPlayerTech.hpp"
#include "StarGameTimers.hpp"
#include "StarContainerInteractor.hpp"
namespace Star {
STAR_CLASS(MainInterface);
STAR_CLASS(UniverseClient);
STAR_CLASS(Player);
STAR_CLASS(Item);
STAR_CLASS(ItemSlotWidget);
STAR_CLASS(ItemGridWidget);
STAR_CLASS(ImageWidget);
STAR_CLASS(Widget);
STAR_CLASS(InventoryPane);
class InventoryPane : public Pane {
public:
InventoryPane(MainInterface* parent, PlayerPtr player, ContainerInteractorPtr containerInteractor);
void displayed() override;
PanePtr createTooltip(Vec2I const& screenPosition) override;
bool giveContainerResult(ContainerResult result);
// update only item grids, to see if they have had their slots changed
// this is a little hacky and should probably be checked in the player inventory instead
void updateItems();
bool containsNewItems() const;
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void clearChangedSlots();
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protected:
virtual void update(float dt) override;
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void selectTab(String const& selected);
private:
MainInterface* m_parent;
PlayerPtr m_player;
ContainerInteractorPtr m_containerInteractor;
bool m_expectingSwap;
InventorySlot m_containerSource;
GameTimer m_trashBurn;
ItemSlotWidgetPtr m_trashSlot;
Map<String, ItemGridWidgetPtr> m_itemGrids;
Map<String, String> m_tabButtonData;
Map<String, WidgetPtr> m_newItemMarkers;
String m_selectedTab;
StringList m_pickUpSounds;
StringList m_putDownSounds;
Maybe<ItemDescriptor> m_currentSwapSlotItem;
List<ImageWidgetPtr> m_disabledTechOverlays;
};
}
#endif