v1.4.4
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67
source/frontend/StarInventory.hpp
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67
source/frontend/StarInventory.hpp
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#ifndef STAR_INVENTORY_HPP
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#define STAR_INVENTORY_HPP
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#include "StarPane.hpp"
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#include "StarInventoryTypes.hpp"
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#include "StarItemDescriptor.hpp"
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#include "StarPlayerTech.hpp"
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#include "StarGameTimers.hpp"
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#include "StarContainerInteractor.hpp"
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namespace Star {
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STAR_CLASS(MainInterface);
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STAR_CLASS(UniverseClient);
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STAR_CLASS(Player);
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STAR_CLASS(Item);
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STAR_CLASS(ItemSlotWidget);
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STAR_CLASS(ItemGridWidget);
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STAR_CLASS(ImageWidget);
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STAR_CLASS(Widget);
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STAR_CLASS(InventoryPane);
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class InventoryPane : public Pane {
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public:
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InventoryPane(MainInterface* parent, PlayerPtr player, ContainerInteractorPtr containerInteractor);
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void displayed() override;
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PanePtr createTooltip(Vec2I const& screenPosition) override;
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bool giveContainerResult(ContainerResult result);
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// update only item grids, to see if they have had their slots changed
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// this is a little hacky and should probably be checked in the player inventory instead
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void updateItems();
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bool containsNewItems() const;
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protected:
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virtual void update() override;
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void selectTab(String const& selected);
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private:
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MainInterface* m_parent;
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PlayerPtr m_player;
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ContainerInteractorPtr m_containerInteractor;
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bool m_expectingSwap;
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InventorySlot m_containerSource;
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GameTimer m_trashBurn;
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ItemSlotWidgetPtr m_trashSlot;
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Map<String, ItemGridWidgetPtr> m_itemGrids;
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Map<String, String> m_tabButtonData;
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Map<String, WidgetPtr> m_newItemMarkers;
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String m_selectedTab;
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StringList m_pickUpSounds;
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StringList m_putDownSounds;
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Maybe<ItemDescriptor> m_currentSwapSlotItem;
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List<ImageWidgetPtr> m_disabledTechOverlays;
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};
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}
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#endif
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