//-----------------------------------------------------------------------------
// Window_EquipSlot
//
// The window for selecting an equipment slot on the equipment screen.
/**
* The window for selecting an equipment slot on the equipment screen.
*
* @class
* @extends Window_StatusBase
*/
function Window_EquipSlot() {
this.initialize(...arguments);
}
Window_EquipSlot.prototype = Object.create(Window_StatusBase.prototype);
Window_EquipSlot.prototype.constructor = Window_EquipSlot;
Window_EquipSlot.prototype.initialize = function(rect) {
Window_StatusBase.prototype.initialize.call(this, rect);
this._actor = null;
this.refresh();
};
/**
* Sets the actor object for the window
*
* @param {Game_Actor} actor - The Game Actor object
*/
Window_EquipSlot.prototype.setActor = function(actor) {
if (this._actor !== actor) {
this._actor = actor;
this.refresh();
}
};
Window_EquipSlot.prototype.update = function() {
Window_StatusBase.prototype.update.call(this);
if (this._itemWindow) {
this._itemWindow.setSlotId(this.index());
}
};
/**
* Gets the max amount of items in the window
*
* @return {number} Amount of equip slots
*/
Window_EquipSlot.prototype.maxItems = function() {
return this._actor ? this._actor.equipSlots().length : 0;
};
/**
* Gets the currently selected item
*
* @return {Object|null} The equipment object that is currently selected, or null if no equip in that slot
*/
Window_EquipSlot.prototype.item = function() {
return this.itemAt(this.index());
};
/**
* Gets the item at the given index
*
* @param {number} index - The index to check
* @return {Object|null} The equipment object at the given index, or null if no equip in that slot
*/
Window_EquipSlot.prototype.itemAt = function(index) {
return this._actor ? this._actor.equips()[index] : null;
};
/**
* Draws the item at the given index
*
* @param {number} index - The index to draw
*/
Window_EquipSlot.prototype.drawItem = function(index) {
if (this._actor) {
const slotName = this.actorSlotName(this._actor, index);
const item = this.itemAt(index);
const slotNameWidth = this.slotNameWidth();
const rect = this.itemLineRect(index);
const itemWidth = rect.width - slotNameWidth;
this.changeTextColor(ColorManager.systemColor());
this.changePaintOpacity(this.isEnabled(index));
this.drawText(slotName, rect.x, rect.y, slotNameWidth, rect.height);
this.drawItemName(item, rect.x + slotNameWidth, rect.y, itemWidth);
this.changePaintOpacity(true);
}
};
/**
* Gets the width for a slot name in pixels
*
* @return {number} The width of the slot name
*/
Window_EquipSlot.prototype.slotNameWidth = function() {
return 138;
};
/**
* Check if the item at the given index is enabled
*
* @param {number} index - The index to check
* @return {boolean} True if the slot should be enabled
*/
Window_EquipSlot.prototype.isEnabled = function(index) {
return this._actor ? this._actor.isEquipChangeOk(index) : false;
};
/**
* Check if the currently selected item is enabled
*
* @return {boolean} True if the slot should be enabled
*/
Window_EquipSlot.prototype.isCurrentItemEnabled = function() {
return this.isEnabled(this.index());
};
/**
* Sets the status window
*
* @param {Window_EquipStatus} statusWindow - The status window
*/
Window_EquipSlot.prototype.setStatusWindow = function(statusWindow) {
this._statusWindow = statusWindow;
this.callUpdateHelp();
};
/**
* Sets the item window
*
* @param {Window_EquipItem} itemWindow - The item window
*/
Window_EquipSlot.prototype.setItemWindow = function(itemWindow) {
this._itemWindow = itemWindow;
};
Window_EquipSlot.prototype.updateHelp = function() {
Window_StatusBase.prototype.updateHelp.call(this);
this.setHelpWindowItem(this.item());
if (this._statusWindow) {
this._statusWindow.setTempActor(null);
}
};