The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
114 lines
6.0 KiB
114 lines
6.0 KiB
1 year ago
|
#pragma region License
|
||
1 year ago
|
/*
|
||
|
License (OLC-3)
|
||
|
~~~~~~~~~~~~~~~
|
||
|
|
||
11 months ago
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
|
||
1 year ago
|
|
||
|
Redistribution and use in source and binary forms, with or without modification,
|
||
|
are permitted provided that the following conditions are met:
|
||
|
|
||
|
1. Redistributions or derivations of source code must retain the above copyright
|
||
|
notice, this list of conditions and the following disclaimer.
|
||
|
|
||
|
2. Redistributions or derivative works in binary form must reproduce the above
|
||
|
copyright notice. This list of conditions and the following disclaimer must be
|
||
|
reproduced in the documentation and/or other materials provided with the distribution.
|
||
|
|
||
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
||
|
be used to endorse or promote products derived from this software without specific
|
||
|
prior written permission.
|
||
|
|
||
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
||
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
||
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
||
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
||
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
||
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
||
|
SUCH DAMAGE.
|
||
1 year ago
|
|
||
|
Portions of this software are copyright © 2023 The FreeType
|
||
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
||
|
All rights reserved.
|
||
1 year ago
|
*/
|
||
1 year ago
|
#pragma endregion
|
||
1 year ago
|
#pragma once
|
||
|
#include "Menu.h"
|
||
|
#include "MenuComponent.h"
|
||
|
#include "MenuItemButton.h"
|
||
11 months ago
|
#include "AdventuresInLestoria.h"
|
||
1 year ago
|
#include "ScrollableWindowComponent.h"
|
||
11 months ago
|
#include "InventoryCreator.h"
|
||
1 year ago
|
|
||
1 year ago
|
using A=Attribute;
|
||
1 year ago
|
|
||
12 months ago
|
struct InventoryWindowOptions{
|
||
|
int padding=8;
|
||
12 months ago
|
vf2d size={24,24};
|
||
12 months ago
|
};
|
||
|
|
||
12 months ago
|
//This class can easily be derived with different component types by overriding non-final virtual functions in this class.
|
||
|
//Functions currently include:
|
||
|
// virtual inline void AddButtonOnSlotUpdate(ITCategory cat)
|
||
|
// virtual inline void SetCompactDescriptions(bool compact)
|
||
|
//
|
||
|
// Please ensure these are overwritten, otherwise you will get errors complaining about dynamic casts unable to convert classes successfully.
|
||
1 year ago
|
class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
|
||
11 months ago
|
friend class InventoryCreator;
|
||
|
friend class Menu;
|
||
12 months ago
|
protected:
|
||
1 year ago
|
std::function<bool(MenuFuncData)>inventoryButtonClickAction;
|
||
12 months ago
|
std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
|
||
|
std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
|
||
11 months ago
|
const std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>*const onInventorySlotsUpdate;
|
||
|
const std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>*const addButtonOnSlotUpdate;
|
||
12 months ago
|
CompactText compact=COMPACT;
|
||
12 months ago
|
InventoryWindowOptions options;
|
||
|
std::string itemNameLabelName;
|
||
|
std::string itemDescriptionLabelName;
|
||
|
bool inventoryButtonsActive=true;
|
||
1 year ago
|
public:
|
||
11 months ago
|
inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
|
||
|
:InventoryScrollableWindowComponent(rect,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,DO_NOTHING,DO_NOTHING,creator,options,inventoryButtonsActive,attributes){
|
||
12 months ago
|
}
|
||
11 months ago
|
inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
|
||
11 months ago
|
:ScrollableWindowComponent(rect,attributes),inventoryButtonHoverAction(inventoryButtonHoverAction),inventoryButtonMouseOutAction(inventoryButtonMouseOutAction),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
|
||
11 months ago
|
options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive),addButtonOnSlotUpdate(creator.AddButtonOnSlotUpdate),onInventorySlotsUpdate(creator.InventorySlotsUpdate){}
|
||
11 months ago
|
virtual inline void Update(AiL*game)override{
|
||
1 year ago
|
ScrollableWindowComponent::Update(game);
|
||
|
bool noneHovered=true;
|
||
|
for(MenuComponent*component:components){
|
||
|
if(component->hovered){
|
||
|
noneHovered=false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
if(noneHovered){
|
||
12 months ago
|
if(itemNameLabelName.length()>0)Component<MenuLabel>(parentMenu,itemNameLabelName)->SetLabel("");
|
||
|
if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
|
||
1 year ago
|
}
|
||
|
}
|
||
11 months ago
|
virtual inline void SetCompactDescriptions(CompactText compact){
|
||
|
this->compact=compact;
|
||
12 months ago
|
for(MenuComponent*component:components){
|
||
11 months ago
|
MenuItemButton*itemButton=DYNAMIC_CAST<MenuItemButton*>(component);
|
||
|
itemButton->SetCompactDescriptions(compact);
|
||
12 months ago
|
}
|
||
|
}
|
||
1 year ago
|
protected:
|
||
12 months ago
|
|
||
|
virtual inline void Cleanup()override final{
|
||
1 year ago
|
|
||
|
}
|
||
11 months ago
|
//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
|
||
|
inline void OnInventorySlotsUpdate(ITCategory cat){
|
||
|
(*onInventorySlotsUpdate)(*this,cat);
|
||
|
};
|
||
12 months ago
|
|
||
11 months ago
|
inline void AddButtonOnSlotUpdate(ITCategory cat){
|
||
|
(*addButtonOnSlotUpdate)(*this,cat);
|
||
12 months ago
|
}
|
||
1 year ago
|
};
|