-- TE4 - T-Engine 4
-- Copyright (C) 2009, 2010, 2011 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

require "engine.class"
local Dialog = require "engine.ui.Dialog"
local ListColumns = require "engine.ui.ListColumns"
local Textzone = require "engine.ui.Textzone"
local TextzoneList = require "engine.ui.TextzoneList"
local Separator = require "engine.ui.Separator"

module(..., package.seeall, class.inherit(Dialog))

function _M:init(title, actor, filter, action)
	self.actor = actor
	self.filter = filter
	self.action = action
	Dialog.init(self, title or "Equipment", math.max(800, game.w * 0.8), math.max(600, game.h * 0.8))

	self.c_desc = TextzoneList.new{width=math.floor(self.iw / 2 - 10), height=self.ih, no_color_bleed=true}

	self.c_list = ListColumns.new{width=math.floor(self.iw / 2 - 10), height=self.ih - 10, scrollbar=true, columns={
		{name="", width={20,"fixed"}, display_prop="char"},
		{name="", width={24,"fixed"}, display_prop="object", direct_draw=function(item, x, y) if item.object then item.object:toScreen(nil, x+4, y, 16, 16) end end},
		{name="Equipment", width=72, display_prop="name"},
		{name="Category", width=20, display_prop="cat"},
		{name="Enc.", width=8, display_prop="encumberance"},
	}, list={}, fct=function(item) self:use(item) end, select=function(item, sel) self:select(item) end}

	self:generateList()

	self:loadUI{
		{left=0, top=0, ui=self.c_list},
		{right=0, top=0, ui=self.c_desc},
		{hcenter=0, top=5, ui=Separator.new{dir="horizontal", size=self.ih - 10}},
	}
	self:setFocus(self.c_list)
	self:setupUI()

	self.key:addCommands{
		__TEXTINPUT = function(c)
			if self.list and self.list.chars[c] then
				self:use(self.list[self.list.chars[c]])
			end
		end,
	}
	self.key:addBinds{
		ACCEPT = function()
			self:use(self.c_list.list[self.c_list.sel])
		end,
		EXIT = function() game:unregisterDialog(self) end,
	}
end

function _M:on_register()
	game:onTickEnd(function() self.key:unicodeInput(true) end)
end

function _M:select(item)
	if item and self.uis[2] then
		self.c_desc:switchItem(item, item.desc)
	end
end
function _M:use(item)
	if item and item.object then
		self.action(item.object, item.inven, item.item)
	end
	game:unregisterDialog(self)
end

function _M:generateList()
	-- Makes up the list
	local list = {}
	local chars = {}
	list.chars = chars
	local i = 1
	for inven_id =  1, #self.actor.inven_def do
		if self.actor.inven[inven_id] and (self.actor.inven_def[inven_id].is_worn or self.actor.inven_def[inven_id].is_shown_equip) then
			list[#list+1] = { id=#list+1, char="", name=tstring{{"font", "bold"}, self.actor.inven_def[inven_id].name, {"font", "normal"}}, color={0x90, 0x90, 0x90}, inven=inven_id, cat="", encumberance="", desc=self.actor.inven_def[inven_id].description }

			for item, o in ipairs(self.actor.inven[inven_id]) do
				if not self.filter or self.filter(o) then
					local char = self:makeKeyChar(i)

					local enc = 0
					o:forAllStack(function(o) enc=enc+o.encumber end)

					list[#list+1] = { id=#list+1, char=char, name=o:getName(), color=o:getDisplayColor(), object=o, inven=inven_id, item=item, cat=o.subtype, encumberance=enc, desc=o:getDesc() }
					chars[char] = #list
					i = i + 1
				end
			end
		end
	end
	self.list = list
	self.c_list:setList(list)
end
