82 lines
2.1 KiB
Lua
82 lines
2.1 KiB
Lua
InventorySlotStyles = {
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[InventorySlotHead] = "HeadSlot",
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[InventorySlotNeck] = "NeckSlot",
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[InventorySlotBack] = "BackSlot",
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[InventorySlotBody] = "BodySlot",
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[InventorySlotRight] = "RightSlot",
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[InventorySlotLeft] = "LeftSlot",
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[InventorySlotLeg] = "LegSlot",
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[InventorySlotFeet] = "FeetSlot",
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[InventorySlotFinger] = "FingerSlot",
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[InventorySlotAmmo] = "AmmoSlot"
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}
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inventoryWindow = nil
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inventoryPanel = nil
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inventoryButton = nil
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function init()
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connect(LocalPlayer, { onInventoryChange = onInventoryChange })
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connect(g_game, { onGameStart = refresh })
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g_keyboard.bindKeyDown('Ctrl+I', toggle)
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inventoryButton = TopMenu.addRightGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', 'inventory.png', toggle)
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inventoryButton:setOn(true)
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inventoryWindow = g_ui.loadUI('inventory.otui', modules.game_interface.getRightPanel())
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inventoryWindow:disableResize()
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inventoryPanel = inventoryWindow:getChildById('contentsPanel')
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refresh()
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inventoryWindow:setup()
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end
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function terminate()
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disconnect(LocalPlayer, { onInventoryChange = onInventoryChange })
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disconnect(g_game, { onGameStart = refresh })
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g_keyboard.unbindKeyDown('Ctrl+I')
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inventoryWindow:destroy()
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inventoryButton:destroy()
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end
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function refresh()
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local player = g_game.getLocalPlayer()
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for i=InventorySlotFirst,InventorySlotLast do
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if g_game.isOnline() then
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onInventoryChange(player, i, player:getInventoryItem(i))
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else
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onInventoryChange(player, i, nil)
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end
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end
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end
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function toggle()
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if inventoryButton:isOn() then
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inventoryWindow:close()
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inventoryButton:setOn(false)
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else
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inventoryWindow:open()
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inventoryButton:setOn(true)
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end
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end
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function onMiniWindowClose()
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inventoryButton:setOn(false)
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end
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-- hooked events
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function onInventoryChange(player, slot, item, oldItem)
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if slot >= InventorySlotPurse then return end
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local itemWidget = inventoryPanel:getChildById('slot' .. slot)
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if item then
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itemWidget:setStyle('Item')
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itemWidget:setItem(item)
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else
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itemWidget:setStyle(InventorySlotStyles[slot])
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itemWidget:setItem(nil)
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end
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end
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