76 lines
2.0 KiB
Lua
76 lines
2.0 KiB
Lua
Inventory = {}
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-- private variables
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local inventoryWindow
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local inventoryPanel
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local inventoryButton
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-- public functions
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function Inventory.init()
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connect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
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onFreeCapacityChange = Inventory.onFreeCapacityChange })
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connect(g_game, { onGameStart = Inventory.refresh })
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g_keyboard.bindKeyDown('Ctrl+I', Inventory.toggle)
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inventoryWindow = g_ui.loadUI('inventory.otui', GameInterface.getRightPanel())
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inventoryPanel = inventoryWindow:getChildById('contentsPanel')
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inventoryButton = TopMenu.addGameToggleButton('inventoryButton', tr('Inventory') .. ' (Ctrl+I)', 'inventory.png', Inventory.toggle)
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inventoryButton:setOn(true)
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Inventory.refresh()
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end
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function Inventory.terminate()
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disconnect(LocalPlayer, { onInventoryChange = Inventory.onInventoryChange,
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onFreeCapacityChange = Inventory.onFreeCapacityChange })
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disconnect(g_game, { onGameStart = Inventory.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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inventoryWindow = nil
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inventoryButton = nil
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inventoryPanel = nil
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Inventory = nil
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end
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function Inventory.refresh()
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local player = g_game.getLocalPlayer()
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for i=1,10 do
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if player then
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Inventory.onInventoryChange(player, i, player:getInventoryItem(i))
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else
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Inventory.onInventoryChange(player, i, nil)
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end
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end
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end
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function Inventory.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 Inventory.onMiniWindowClose()
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inventoryButton:setOn(false)
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end
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-- hooked events
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function Inventory.onInventoryChange(player, slot, item)
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local itemWidget = inventoryPanel:getChildById('slot' .. slot)
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itemWidget:setItem(item)
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end
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function Inventory.onFreeCapacityChange(player, freeCapacity)
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local widget = inventoryPanel:getChildById('capacity')
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widget:setText("Cap:\n" .. freeCapacity)
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end
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