The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
1 year ago
Copyright 2018 - 2023 OneLoneCoder.com
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.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "Menu.h"
#include "MenuComponent.h"
#include "MenuItemButton.h"
#include "Crawler.h"
#include "ScrollableWindowComponent.h"
using A=Attribute;
struct InventoryWindowOptions{
int padding=8;
vf2d size={24,24};
};
//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.
class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
protected:
ITCategory inventoryType;
std::function<bool(MenuFuncData)>inventoryButtonClickAction;
std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
CompactText compact=COMPACT;
InventoryWindowOptions options;
std::string itemNameLabelName;
std::string itemDescriptionLabelName;
bool inventoryButtonsActive=true;
public:
inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
:InventoryScrollableWindowComponent(rect,invType,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,DO_NOTHING,DO_NOTHING,options,inventoryButtonsActive,attributes){
}
inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
:ScrollableWindowComponent(rect,attributes),inventoryButtonHoverAction(inventoryButtonHoverAction),inventoryButtonMouseOutAction(inventoryButtonMouseOutAction),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive){}
virtual inline void Update(Crawler*game)override{
ScrollableWindowComponent::Update(game);
bool noneHovered=true;
for(MenuComponent*component:components){
if(component->hovered){
noneHovered=false;
break;
}
}
if(noneHovered){
if(itemNameLabelName.length()>0)Component<MenuLabel>(parentMenu,itemNameLabelName)->SetLabel("");
if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
}
}
virtual inline void SetCompactDescriptions(bool compact){
if(compact)this->compact=COMPACT;
else this->compact=NON_COMPACT;
for(MenuComponent*component:components){
MenuItemButton*itemButton=dynamic_cast<MenuItemButton*>(component);
if(itemButton){
itemButton->SetCompactDescriptions(compact);
}else{
ERR("WARNING! Attempting to cast a button that isn't a MenuItemButton!");
}
}
}
protected:
inline void RemoveEmptySlots(){
//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.
for(int i=0;i<components.size();i++){
MenuComponent*button=components[i];
button->Update(game); //We have to call update to update the validation state.
//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.
if(!button->valid){
for(int j=i;j<components.size()-1;j++){
//Take the item in the next slot and move it to this slot.
Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[size_t(j+1)];
std::swap(components[j]->inventoryIndex,components[size_t(j+1)]->inventoryIndex);
std::swap(components[j],components[size_t(j+1)]);
}
MenuComponent*lastButton=components[components.size()-1];
//Now we have to fix up the keyboard button list.
RemoveButton(lastButton);
i--; //Subtract one from the index so we don't accidently skip slots.
}
}
CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
}
virtual inline void OnInventorySlotsUpdate(ITCategory cat)override{
size_t invSize=Inventory::get(cat).size();
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(components.size()<invSize){//We need more space to display our items.
AddButtonOnSlotUpdate(cat);
}else
if(components.size()>invSize){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
virtual inline void Cleanup()override final{
}
virtual inline void AddButtonOnSlotUpdate(ITCategory cat){
size_t invSize=Inventory::get(cat).size();
int invWidth=int(rect.size.x/(float(options.size.x)+options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
vf2d buttonSize=options.size;
int totalSpacing=options.padding+buttonSize.x;
ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)({{float(totalSpacing*x),float(totalSpacing*y)},buttonSize},Inventory::get(cat),itemIndex,inventoryButtonClickAction,inventoryButtonHoverAction,inventoryButtonMouseOutAction,parentMenu,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END
->SetCompactDescriptions(compact==COMPACT);
}
};