//-----------------------------------------------------------------------------
// Window_ItemList
//
// The window for selecting an item on the item screen.
/**
* The window for selecting an item on the item screen.
*
* @class
* @extends Window_Selectable
*/
function Window_ItemList() {
this.initialize(...arguments);
}
Window_ItemList.prototype = Object.create(Window_Selectable.prototype);
Window_ItemList.prototype.constructor = Window_ItemList;
Window_ItemList.prototype.initialize = function(rect) {
Window_Selectable.prototype.initialize.call(this, rect);
this._category = "none";
this._data = [];
};
/**
* Sets the category of items in the list. Default valid values are item/weapon/armor/keyItem
*
* @param {string} category - The new category for the window
*/
Window_ItemList.prototype.setCategory = function(category) {
if (this._category !== category) {
this._category = category;
this.refresh();
this.scrollTo(0, 0);
}
};
/**
* Get the maximum number of columns the window should support
*
* @return {number} The maximum amount of columns to show in the window
*/
Window_ItemList.prototype.maxCols = function() {
return 2;
};
/**
* Get the spacing between columns
*
* @return {number} The spacing between columns
*/
Window_ItemList.prototype.colSpacing = function() {
return 16;
};
/**
* Get maximum number of items in the window
*
* @return {number} The maximum number of items in the window
*/
Window_ItemList.prototype.maxItems = function() {
return this._data ? this._data.length : 1;
};
/**
* Get the item object at the currently selected index
*
* @return {Object} The item at the currently selected index
*/
Window_ItemList.prototype.item = function() {
return this.itemAt(this.index());
};
/**
* Get the item object at the given index
*
* @param {number} index - The index to check
* @return {Object} The item at the given index
*/
Window_ItemList.prototype.itemAt = function(index) {
return this._data && index >= 0 ? this._data[index] : null;
};
/**
* Check if the currently selected item is enabled
*
* @return {boolean} True if the currently selected item is enabled
*/
Window_ItemList.prototype.isCurrentItemEnabled = function() {
return this.isEnabled(this.item());
};
/**
* Check if the item should be included in the window
*
* @param {Object} item - The item object to check
* @return {boolean} True if the item should be included in the window
*/
Window_ItemList.prototype.includes = function(item) {
switch (this._category) {
case "item":
return DataManager.isItem(item) && item.itypeId === 1;
case "weapon":
return DataManager.isWeapon(item);
case "armor":
return DataManager.isArmor(item);
case "keyItem":
return DataManager.isItem(item) && item.itypeId === 2;
default:
return false;
}
};
/**
* Check if items should show numbers
*
* @return {boolean} True if items should show numbers
*/
Window_ItemList.prototype.needsNumber = function() {
if (this._category === "keyItem") {
return $dataSystem.optKeyItemsNumber;
} else {
return true;
}
};
/**
* Check if the given item should be enabled
*
* @param {Object} item - The item object to check
* @return {boolean} True if item is enabled
*/
Window_ItemList.prototype.isEnabled = function(item) {
return $gameParty.canUse(item);
};
/**
* Create the list of items to display in the window
*/
Window_ItemList.prototype.makeItemList = function() {
this._data = $gameParty.allItems().filter(item => this.includes(item));
if (this.includes(null)) {
this._data.push(null);
}
};
/**
* Select the last item, if remembered
*/
Window_ItemList.prototype.selectLast = function() {
const index = this._data.indexOf($gameParty.lastItem());
this.forceSelect(index >= 0 ? index : 0);
};
/**
* Draw the item at the given index
*
* @param {number} index - The index of the item to draw
*/
Window_ItemList.prototype.drawItem = function(index) {
const item = this.itemAt(index);
if (item) {
const numberWidth = this.numberWidth();
const rect = this.itemLineRect(index);
this.changePaintOpacity(this.isEnabled(item));
this.drawItemName(item, rect.x, rect.y, rect.width - numberWidth);
this.drawItemNumber(item, rect.x, rect.y, rect.width);
this.changePaintOpacity(1);
}
};
/**
* Get the width of the number for an item
*
* @return {number} The width of an item's number area
*/
Window_ItemList.prototype.numberWidth = function() {
return this.textWidth("000");
};
/**
* Draws an item's number (how many the party has)
*
* @param {Object} item - The item object
* @param {number} x - The x coordinate to draw the number
* @param {number} y - The y coordinate to draw the number
* @param {number} width - The width available for the number
*/
Window_ItemList.prototype.drawItemNumber = function(item, x, y, width) {
if (this.needsNumber()) {
this.drawText(":", x, y, width - this.textWidth("00"), "right");
this.drawText($gameParty.numItems(item), x, y, width, "right");
}
};
/**
* Update the help window
*/
Window_ItemList.prototype.updateHelp = function() {
this.setHelpWindowItem(this.item());
};
Window_ItemList.prototype.refresh = function() {
this.makeItemList();
Window_Selectable.prototype.refresh.call(this);
};