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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Menu.h"
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#include "AdventuresInLestoria.h"
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#include "MenuItemItemButton.h"
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#include "PlayerMoneyLabel.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "EnhancementStatsLabel.h"
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#include "RequiredMaterialsList.h"
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INCLUDE_game
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INCLUDE_ITEM_CATEGORIES
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INCLUDE_DATA
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INCLUDE_GFX
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void Menu::InitializeBlacksmithCraftingWindow(){
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Menu*blacksmithWindow=CreateMenu(BLACKSMITH,CENTERED,game->GetScreenSize()-vi2d{52,52});
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std::vector<std::pair<std::string,int>>categories;
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std::vector<std::weak_ptr<Item>>weaponInventory;
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std::vector<std::weak_ptr<Item>>armorInventory;
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#pragma region Build Equipment Lists
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std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::weak_ptr<Item> item){
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switch(item.lock()->GetEquipSlot()){
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case EquipSlot::WEAPON:{
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weaponInventory.push_back(item);
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}break;
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case EquipSlot::NONE:
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case EquipSlot::RING1:
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case EquipSlot::RING2:break;//No-op
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default:{ //We assume everything else is armor.
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armorInventory.push_back(item);
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}
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}
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});
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#pragma endregion
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auto weaponTab=blacksmithWindow->ADD("Weapon Tab",MenuComponent)({{2,0},{blacksmithWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){
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Component<MenuComponent>(BLACKSMITH,"Armor Tab")->selected=false;
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Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(true);
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Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(false);
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data.component->selected=true;
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return true;
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})END;
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weaponTab->selected=true;
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weaponTab->selectionType=SelectionType::HIGHLIGHT;
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auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)({{blacksmithWindow->size.x/2+2,0},{blacksmithWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){
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Component<MenuComponent>(BLACKSMITH,"Weapon Tab")->selected=false;
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Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(false);
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Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(true);
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data.component->selected=true;
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return true;
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})END;
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armorTab->selectionType=SelectionType::HIGHLIGHT;
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#pragma region Weapon Inventory Display
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auto weaponsDisplay=blacksmithWindow->ADD("Weapon Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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const std::weak_ptr<Item>item=comp->GetItem();
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std::string label="";
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if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
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label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
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}
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Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
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Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
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Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
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Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
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Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
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Menu::OpenMenu(CRAFT_ITEM);
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return true;
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},
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[](MenuFuncData data){
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RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
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return true;
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},
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InventoryCreator::RowPlayerWeapons_InventoryUpdate,
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{.padding=1,.size={207,28}}
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)END;
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AddInventoryListener(weaponsDisplay,"Equipment");
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weaponsDisplay->SetCompactDescriptions(CRAFTING_INFO);
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#pragma endregion
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#pragma region Armor Inventory Display
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auto armorDisplay=blacksmithWindow->ADD("Armor Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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Menu::OpenMenu(CRAFT_ITEM);
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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const std::weak_ptr<Item>item=comp->GetItem();
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std::string label="";
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if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
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label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
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}
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Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
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Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
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Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
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Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
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Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
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return true;
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},
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[](MenuFuncData data){
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RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
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return true;
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},
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InventoryCreator::RowPlayerArmor_InventoryUpdate,
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{.padding=1,.size={207,28}}
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)END;
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AddInventoryListener(armorDisplay,"Equipment");
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armorDisplay->Enable(false);
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armorDisplay->SetCompactDescriptions(CRAFTING_INFO);
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#pragma endregion
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#pragma region Inventory Description
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float inventoryDescriptionWidth=blacksmithWindow->pos.x+blacksmithWindow->size.x-26-224;
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blacksmithWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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blacksmithWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
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blacksmithWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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blacksmithWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,blacksmithWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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#pragma endregion
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#pragma region Money Display
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vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+blacksmithWindow->size.y-44+6};
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auto moneyIcon=blacksmithWindow->ADD("Money Icon",MenuIconButton)({moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
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std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
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vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
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auto moneyDisplay=blacksmithWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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moneyDisplay->SetRightAlignment(true);
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Player::AddMoneyListener(moneyDisplay);
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#pragma endregion
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blacksmithWindow->ADD("Leave Button",MenuComponent)({{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
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[](MenuFuncData data){
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Menu::CloseMenu();
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return true;
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},{2,2})END;
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}
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