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path: root/scripts/GUI/InventoryMenu.cs
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using Godot;
using System;

public partial class InventoryMenu : CanvasLayer
{
	private static readonly PackedScene itemMenuEntryScene = GD.Load<PackedScene>("res://scenes/GUI/item_menu_entry.tscn");
	[Signal]
	public delegate void ItemSelectedEventHandler(ConsumableItem item);
	[Signal]
	public delegate void ItemDropEventHandler(ConsumableItem item);

	private VBoxContainer itemsNode;

	public override void _Ready() {
		base._Ready();

		itemsNode = GetNode<VBoxContainer>("CenterContainer/PanelContainer/VBoxContainer/Items");
		Hide();
	}

	public void OnActivate(ConsumableItem item) {
		EmitSignal(SignalName.ItemSelected, item);
	}
	
	public void OnDrop(ConsumableItem item) {
		EmitSignal(SignalName.ItemDrop, item);
	}

	private void RegisterItem(int index, ConsumableItem item) {
		char? shortcut = null;

		// Só terá atalho para as letras do alfabeto.
		if (index < 26) {
			shortcut = (char)('a' + index);
		}

		ItemMenuEntry itemEntry = itemMenuEntryScene.Instantiate<ItemMenuEntry>();

		itemsNode.AddChild(itemEntry);
		itemEntry.Initialize(item, shortcut);
		itemEntry.Activate += OnActivate;
		itemEntry.Drop += OnDrop;
	}

	public void Initialize(Inventory inventory) {
		for (int i = 0; i < inventory.Items.Count; i++) {
			RegisterItem(i, inventory.Items[i]);
		}

		Show();
	}
}