remove ITEMBTN_NORM and _ALL, and button_position arg
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@@ -120,9 +120,6 @@ enum eItemButton {
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MAX_eItemButton // keep last
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};
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const int ITEMBTN_ALL = 10; // use, give, drop, info
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const int ITEMBTN_NORM = 11; // give, drop, info
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// PC buttons
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enum ePlayerButton {
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PCBTN_NAME = 0,
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@@ -260,10 +260,10 @@ void put_item_screen(eItemWinMode screen_num) {
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if(i_num < spec_item_array.size()) {
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win_draw_string(item_stats_gworld,item_buttons[i][ITEMBTN_NAME],univ.scenario.special_items[spec_item_array[i_num]].name,eTextMode::WRAP,style);
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place_item_button(3,i,ITEMBTN_INFO);
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place_item_button(i,ITEMBTN_INFO);
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if((univ.scenario.special_items[spec_item_array[i_num]].flags % 10 == 1)
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&& (!(is_combat())))
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place_item_button(0,i,ITEMBTN_DROP); // TODO: Shouldn't this be ITEMBTN_USE?
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place_item_button(i,ITEMBTN_DROP); // TODO: Shouldn't this be ITEMBTN_USE?
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}
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}
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break;
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@@ -286,7 +286,7 @@ void put_item_screen(eItemWinMode screen_num) {
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draw_line(item_stats_gworld, from, to, 1, Colours::GREEN);
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}
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place_item_button(3,i,ITEMBTN_INFO);
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place_item_button(i,ITEMBTN_INFO);
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}
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}
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break;
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@@ -333,16 +333,16 @@ void put_item_screen(eItemWinMode screen_num) {
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place_item_graphic(i,item.graphic_num);
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// The info button is harmless and can be useful while shopping, so always show it
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place_item_button(3,i,ITEMBTN_INFO);
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place_item_button(i,ITEMBTN_INFO);
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if(stat_screen_mode == MODE_INVEN &&
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prime_time() && pc == univ.cur_pc) {
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// place give and drop and use
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place_item_button(1,i,ITEMBTN_GIVE);
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place_item_button(2,i,ITEMBTN_DROP);
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place_item_button(i,ITEMBTN_GIVE);
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place_item_button(i,ITEMBTN_DROP);
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if(item.can_use() && (item.rechargeable ? item.charges > 0 : true)) // place use if can
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place_item_button(0,i,ITEMBTN_USE);
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place_item_button(i,ITEMBTN_USE);
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}
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if(stat_screen_mode != MODE_INVEN && stat_screen_mode != MODE_SHOP) {
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@@ -456,39 +456,12 @@ void place_item_graphic(short which_slot,short graphic) {
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}
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// name, use, give, drop, info, sell/id
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// shortcuts - if which_button_to_put is 10, all 4 buttons now
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// if which_button_to_put is 11, just right 2
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void place_item_button(short button_position,short which_slot,eItemButton button_type) {
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void place_item_button(short which_slot,eItemButton button_type) {
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rectangle from_rect = {0,0,18,18},to_rect;
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sf::Texture& invenbtn_gworld = *ResMgr::graphics.get("invenbtns");
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switch(button_position) {
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default: // this means put a regular item button
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item_area_button_active[which_slot][button_type] = true;
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rect_draw_some_item(invenbtn_gworld, item_buttons_from[button_type - 2], item_stats_gworld, item_buttons[which_slot][button_type], sf::BlendAlpha);
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break;
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case ITEMBTN_ALL: // this means put all 4
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item_area_button_active[which_slot][ITEMBTN_USE] = true;
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item_area_button_active[which_slot][ITEMBTN_GIVE] = true;
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item_area_button_active[which_slot][ITEMBTN_DROP] = true;
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item_area_button_active[which_slot][ITEMBTN_INFO] = true;
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from_rect = item_buttons_from[0];
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from_rect.right = item_buttons_from[3].right;
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to_rect = item_buttons[which_slot][ITEMBTN_USE];
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to_rect.right = to_rect.left + from_rect.right - from_rect.left;
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rect_draw_some_item(invenbtn_gworld, from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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break;
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case ITEMBTN_NORM: // this means put right 3
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item_area_button_active[which_slot][ITEMBTN_GIVE] = true;
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item_area_button_active[which_slot][ITEMBTN_DROP] = true;
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item_area_button_active[which_slot][ITEMBTN_INFO] = true;
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from_rect = item_buttons_from[1];
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from_rect.right = item_buttons_from[3].right;
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to_rect = item_buttons[which_slot][ITEMBTN_GIVE];
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to_rect.right = to_rect.left + from_rect.right - from_rect.left;
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rect_draw_some_item(invenbtn_gworld, from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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break;
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}
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item_area_button_active[which_slot][button_type] = true;
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rect_draw_some_item(invenbtn_gworld, item_buttons_from[button_type - 2], item_stats_gworld, item_buttons[which_slot][button_type], sf::BlendAlpha);
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}
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void place_item_bottom_buttons() {
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@@ -8,7 +8,7 @@ void put_item_screen(eItemWinMode screen_num);
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void place_item_bottom_buttons();
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void set_stat_window(eItemWinMode new_stat, bool record = false);
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void set_stat_window_for_pc(int pc, bool record = false);
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void place_item_button(short button_position,short which_slot,eItemButton button_type = ITEMBTN_USE);
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void place_item_button(short which_slot,eItemButton button_type = ITEMBTN_USE);
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void place_item_graphic(short which_slot,short graphic);
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short first_active_pc();
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void refresh_stat_areas(short mode);
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