-- Shared descriptor for the item-grid screens: inventory, craft, refine, trade. -- -- All four build a `views/inventoryWindow` and move a cursor over a grid of -- cells. The inventoryCursorPopup patch speaks item details, but ONLY when a cell -- actually holds an item -- so empty cells and empty tabs were silent and you -- could not tell the cursor had moved. This owns narration for these screens -- instead (patches/popups.lua stands down wherever a descriptor exists). -- -- Returns a descriptor; call with the state's window upvalue name. -- -- Second thing this owns: the ITEM ACTION MENU. Pressing enter/z on an occupied -- cell calls inventoryWindow.enableItemMenu(), which builds a little popup list -- of the actions that item currently allows ("Switch on", "Wield", "Drink", -- "Read"...) from modules/item/getActionsList.lua. It is a second, nested -- selection -- up/down move within it, enter activates, anything else cancels -- -- and nothing about it goes through console.print or the cursor popup, so it was -- completely silent. All the player heard was the sound.select click that -- enableItemMenu plays on success. -- -- The menu is a closure (modules/item/itemMenu.lua) with no getters, so its -- `lines` and `currentSelectedAction` are read as upvalues of its own draw(). local itemCategories = require("modules.item.categories") return function(options) options = options or {} local windowName = options.window or "inventoryWindow" local lastTab local lastMenu -- Read the open item action menu, if there is one. local function readItemMenu(window, menus) local itemMenu = window.itemMenu if type(itemMenu) ~= "table" or type(itemMenu.draw) ~= "function" then lastMenu = nil return nil, nil end local lines = menus.getUpvalue(itemMenu.draw, "lines") local selected = menus.getUpvalue(itemMenu.draw, "currentSelectedAction") if type(lines) ~= "table" or type(selected) ~= "number" then return nil, nil end local line = lines[selected] if type(line) ~= "table" or not line.text then return nil, nil end local parts = {} -- Lead with the item only when this menu just opened, so arrowing through -- two or three actions doesn't repeat the name every time. `lastMenu` holds -- the menu table itself rather than a flag, which keeps read() idempotent: -- calling it twice for the same focus produces the same words both times. if itemMenu ~= lastMenu then lastMenu = itemMenu local ok, item = pcall(window.getItemOnCursor) if ok and item and item.name then parts[#parts + 1] = item.name end parts[#parts + 1] = "actions" end parts[#parts + 1] = line.text parts[#parts + 1] = selected .. " of " .. #lines return table.concat(parts, ", "), "itemmenu:" .. tostring(selected) .. "/" .. tostring(#lines) end return { reset = function() lastTab = nil lastMenu = nil end, read = function(stateTable, menus) local window = menus.getAnyUpvalue(stateTable, windowName) if type(window) ~= "table" or not window.getItemOnCursor then return nil, nil end -- The action menu is modal over the grid: while it is open, up/down -- move within IT, not over the cells. So it is checked first, and the -- grid cell stays quiet underneath it. if window.itemMenu then return readItemMenu(window, menus) end lastMenu = nil -- While the quantity confirmation window is open, the slider owns -- speech (see patches/slider.lua). Announcing the grid cell over the -- top of it would fight the number the player is adjusting. local confirming = menus.getAnyUpvalue(stateTable, "confirmationWindowEnabled") if confirming then return nil, nil end local position = window.cursorPosition if type(position) ~= "number" then return nil, nil end -- activeTabIndex lives inside the window closure, not the state file, -- so reach it through one of the window's own methods. local tabIndex if window.adjustTab then tabIndex = menus.getUpvalue(window.adjustTab, "activeTabIndex") end local parts = {} if tabIndex and tabIndex ~= lastTab then lastTab = tabIndex local category = itemCategories[tabIndex] parts[#parts + 1] = (category and category.header) or ("tab " .. tabIndex) end local ok, item = pcall(window.getItemOnCursor) if ok and item then parts[#parts + 1] = item.name or item.templateId or "item" if item.quantity and item.quantity > 1 then parts[#parts + 1] = "x" .. item.quantity end if item.isEquipped then parts[#parts + 1] = "equipped" end if item.isUnavailable then parts[#parts + 1] = "unavailable" end else parts[#parts + 1] = "empty" end parts[#parts + 1] = "slot " .. position -- isEquipped is part of the focus key on purpose: after "Switch on" -- the menu closes and the cursor has not moved, so without it the -- re-read would be suppressed as unchanged and the player would get no -- confirmation that the action took effect. return table.concat(parts, ", "), table.concat({ tostring(tabIndex), tostring(position), tostring(ok and item and (item.name or "?")), tostring(ok and item and item.isEquipped or false), }, ":") end, } end