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