1 #ifndef PAWS_SLOT_HEADER 2 #define PAWS_SLOT_HEADER 30 bool Setup( iDocumentNode* node );
33 bool OnMouseDown(
int button,
int modifiers,
int x,
int y );
43 void PlaceItem(
const char* imageName,
const char* meshFactName,
44 const char* matName = NULL,
int count = 0 );
void SetBartenderAction(csString &act)
bool reserved
implemented to fix dequip behaviour. Cleared on PlaceItem and Clear
bool emptyOnZeroCount
should the slot clear itself when the stackcount hits 0 ?
void SetEmptyOnZeroCount(bool emptyOnZeroCount)
csString action
This is the action to do if this a bartender button.
void SetPurifyStatus(int status)
csRef< iPawsImage > image
A slot which may contain one item, with icon, and stack count.
bool IsDrawingStackCount()
Tells if this widget is currently drawing the stack count.
const char * GetMeshFactName()
void PlaceItem(const char *imageName, const char *meshFactName, const char *matName=NULL, int count=0)
void clearBartenderAction()
pawsTextBox * stackCountLabel
const char * GetMaterialName()
bool Setup(iDocumentNode *node)
Setup this widget.
bool OnMouseDown(int button, int modifiers, int x, int y)
Manage mouse down event to test for and apply window changes.
void SetSlotName(const csString &name)
Manages dragging items from one inventory slot to another and dropping them into the world...
void DrawStackCount(bool value)
Sets if this widget has to draw the stack count.
bool SelfPopulate(iDocumentNode *node)
This function allows a widget to fill in its own contents from an xml node supplied and calls the sam...
void OnUpdateData(const char *dataname, PAWSData &value)
void SetContainer(int id)
void SetDrag(bool isDragDrop)
void Draw()
Draws the widget and all of it's children.
void SetToolTip(const char *text)
const csString & SlotName() const
CREATE_PAWS_FACTORY(pawsSlot)
bool isBartender
Flag on if this a special bartender slot.
void SetBartender(bool t)