An inventory scrollable component window should not be the same as an inventory window as they would layout things differently. Separated into proper hierarchy.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
This commit is contained in:
parent
1f40e846ac
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@ -296,6 +296,7 @@
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<ClInclude Include="resource1.h" />
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<ClInclude Include="resource1.h" />
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<ClInclude Include="safemap.h" />
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<ClInclude Include="safemap.h" />
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<ClInclude Include="ScrollableWindowComponent.h" />
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<ClInclude Include="ScrollableWindowComponent.h" />
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<ClInclude Include="InventoryScrollableWindowComponent.h" />
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<ClInclude Include="State.h" />
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<ClInclude Include="State.h" />
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<ClInclude Include="Theme.h" />
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<ClInclude Include="Theme.h" />
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<ClInclude Include="TMXParser.h" />
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<ClInclude Include="TMXParser.h" />
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@ -192,6 +192,9 @@
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<ClInclude Include="ScrollableWindowComponent.h">
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<ClInclude Include="ScrollableWindowComponent.h">
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<Filter>Header Files\Interface</Filter>
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="InventoryScrollableWindowComponent.h">
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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<ClCompile Include="Player.cpp">
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86
Crawler/InventoryScrollableWindowComponent.h
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86
Crawler/InventoryScrollableWindowComponent.h
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#pragma once
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "MenuItemButton.h"
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#include "Crawler.h"
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#include "ScrollableWindowComponent.h"
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typedef Attribute A;
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
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protected:
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public:
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inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
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:ScrollableWindowComponent(parent,rect,icon,onClick){}
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protected:
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virtual inline void RemoveButton(MenuComponent*button){
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std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
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std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
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size_t removedCount=0;
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removedCount+=std::erase(buttonList,button);
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removedCount+=std::erase(keyboardButtonList,button);
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if(removedCount!=2){
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std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
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throw;
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}
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if(buttonList.size()==0){
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if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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if(keyboardButtonList.size()==0){
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if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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}
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void inline RemoveEmptySlots(){
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//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
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for(int i=0;i<components.size();i++){
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MenuComponent*button=components[i];
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){
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for(int j=i;j<components.size()-1;j++){
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
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components[j]=components[j+1];
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}
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton);
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Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
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//Now delete the last slot.
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components.erase(components.end()-1);
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i--; //Subtract one from the index so we don't accidently skip slots.
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}
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}
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bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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}
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virtual void OnInventorySlotsUpdate(ITCategory cat)override{
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std::vector<std::string>&inv=Inventory::get(cat);
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<inv.size()){//We need more space to display our items.
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int invWidth="ThemeGlobal.InventoryWidth"_I;
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int x=(inv.size()-1)%invWidth;
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int y=(inv.size()-1)/invWidth;
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int itemIndex=y*invWidth+x;
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
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int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
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MenuFunc useItemFunc=[](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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button->UseItem();
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};
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MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
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AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
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}else
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if(components.size()>inv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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};
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@ -5,7 +5,7 @@
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#include "Item.h"
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#include "Item.h"
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#include "MenuItemButton.h"
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#include "MenuItemButton.h"
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#include "MenuLabel.h"
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#include "MenuLabel.h"
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#include "ScrollableWindowComponent.h"
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#include "InventoryScrollableWindowComponent.h"
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typedef Attribute A;
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typedef Attribute A;
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@ -21,7 +21,7 @@ void Menu::InitializeInventoryWindow(){
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Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,windowSize);
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Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,windowSize);
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ScrollableWindowComponent*inventory=new ScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
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InventoryScrollableWindowComponent*inventory=new InventoryScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
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inventoryWindow->AddComponent("inventory",inventory);
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inventoryWindow->AddComponent("inventory",inventory);
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Menu::AddInventoryListener(inventory,"Consumables");
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Menu::AddInventoryListener(inventory,"Consumables");
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Menu::AddInventoryListener(inventory,"Equipment");
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Menu::AddInventoryListener(inventory,"Equipment");
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@ -5,6 +5,7 @@ class MenuComponent:IAttributable{
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friend class Menu;
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friend class Menu;
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friend class MenuItemButton;
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friend class MenuItemButton;
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friend class ScrollableWindowComponent;
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friend class ScrollableWindowComponent;
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friend class InventoryScrollableWindowComponent;
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MenuType menuDest;
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MenuType menuDest;
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private:
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private:
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float hoverEffect=0;
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float hoverEffect=0;
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@ -17,7 +17,7 @@ protected:
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float scrollBarTop=0;
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float scrollBarTop=0;
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bool scrollBarSelected=false;
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bool scrollBarSelected=false;
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float scrollBarHoverTime=0;
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float scrollBarHoverTime=0;
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private:
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protected:
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inline bool OnScreen(MenuComponent*component){
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inline bool OnScreen(MenuComponent*component){
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return geom2d::overlaps(rect,geom2d::rect<float>{component->rect.pos+V(A::SCROLL_OFFSET)+vf2d{2,2},component->rect.size-vf2d{2,2}});
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return geom2d::overlaps(rect,geom2d::rect<float>{component->rect.pos+V(A::SCROLL_OFFSET)+vf2d{2,2},component->rect.size-vf2d{2,2}});
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}
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}
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@ -30,7 +30,7 @@ public:
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virtual inline ~ScrollableWindowComponent(){
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virtual inline ~ScrollableWindowComponent(){
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}
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}
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private:
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protected:
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virtual inline void AfterCreate()override{
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virtual inline void AfterCreate()override{
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upButton=new MenuComponent(parentMenu,{vf2d{rect.size.x-12,0},{12,12}},"^",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y+="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
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upButton=new MenuComponent(parentMenu,{vf2d{rect.size.x-12,0},{12,12}},"^",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y+="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
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downButton=new MenuComponent(parentMenu,{rect.size-vf2d{12,12},{12,12}},"v",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y-="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
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downButton=new MenuComponent(parentMenu,{rect.size-vf2d{12,12},{12,12}},"v",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y-="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
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@ -189,77 +189,4 @@ public:
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V(A::SCROLL_OFFSET).y+=rect.size.y/2;
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V(A::SCROLL_OFFSET).y+=rect.size.y/2;
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return true;
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return true;
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};
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};
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virtual inline size_t ComponentCount(){
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return components.size();
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}
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virtual inline void RemoveButton(MenuComponent*button){
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std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
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std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
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size_t removedCount=0;
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removedCount+=std::erase(buttonList,button);
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removedCount+=std::erase(keyboardButtonList,button);
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if(removedCount!=2){
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std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
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throw;
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}
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if(buttonList.size()==0){
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if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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if(keyboardButtonList.size()==0){
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if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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}
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void inline RemoveEmptySlots(){
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//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
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for(int i=0;i<components.size();i++){
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MenuComponent*button=components[i];
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){
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for(int j=i;j<components.size()-1;j++){
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
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components[j]=components[j+1];
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}
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton);
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Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
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//Now delete the last slot.
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components.erase(components.end()-1);
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i--; //Subtract one from the index so we don't accidently skip slots.
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}
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}
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bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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}
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virtual void OnInventorySlotsUpdate(ITCategory cat)override{
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std::vector<std::string>&inv=Inventory::get(cat);
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(ComponentCount()<inv.size()){//We need more space to display our items.
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int invWidth="ThemeGlobal.InventoryWidth"_I;
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int x=(inv.size()-1)%invWidth;
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int y=(inv.size()-1)/invWidth;
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int itemIndex=y*invWidth+x;
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
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int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
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MenuFunc useItemFunc=[](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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button->UseItem();
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};
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MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
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AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
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}else
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if(ComponentCount()>inv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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};
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};
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