/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2018 - 2023 OneLoneCoder . com
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are permitted provided that the following conditions are met :
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notice , this list of conditions and the following disclaimer .
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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
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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
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*/
# pragma once
# include "Crawler.h"
# include "olcPixelGameEngine.h"
# include "safemap.h"
# include "Item.h"
# include "MenuItemButton.h"
# include "MenuLabel.h"
# include "InventoryScrollableWindowComponent.h"
typedef Attribute A ;
void Menu : : InitializeInventoryWindow ( ) {
int invWidth = " ThemeGlobal.InventoryWidth " _I ;
int initialInvHeight = " ThemeGlobal.InventoryHeight " _I ;
int itemSpacing = " ThemeGlobal.InventoryItemSpacing " _I ;
int buttonSize = " ThemeGlobal.InventoryButtonSize " _I ;
int totalSpacing = buttonSize + itemSpacing ;
vf2d windowSize = { float ( totalSpacing * invWidth - itemSpacing + 2 + 24 ) , float ( totalSpacing * ( 3 + 1 ) - itemSpacing + 24 ) } ; //Need space for the button.
Menu * inventoryWindow = CreateMenu ( INVENTORY , CENTERED , windowSize ) ;
inventoryWindow - > I ( A : : LOADOUT_SLOT ) = 0 ;
InventoryScrollableWindowComponent * inventory = NEW InventoryScrollableWindowComponent ( INVENTORY , { { 1 , 0 } , { windowSize . x , float ( totalSpacing * 3 - itemSpacing ) } } ) ;
inventoryWindow - > AddComponent ( " inventory " , inventory ) ;
Menu : : AddInventoryListener ( inventory , " Consumables " ) ;
Menu : : AddInventoryListener ( inventory , " Equipment " ) ;
Menu : : AddInventoryListener ( inventory , " Accessories " ) ;
Menu : : AddInventoryListener ( inventory , " Materials " ) ;
//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.
MenuLabel * itemNameLabel = NEW MenuLabel { INVENTORY , geom2d : : rect < float > ( vf2d { 2 , float ( initialInvHeight * totalSpacing + itemSpacing - 16 ) } , { windowSize . x - 4 , windowSize . y - 108 } ) , " " , 1 , ComponentAttr : : SHADOW } ;
inventoryWindow - > AddComponent ( " itemName " , itemNameLabel ) ;
MenuLabel * itemDescriptionLabel = NEW MenuLabel { INVENTORY , geom2d : : rect < float > ( vf2d { 2 , float ( initialInvHeight * totalSpacing + itemSpacing ) } , { windowSize . x - 4 , windowSize . y - 108 } ) , " " , 1 , ComponentAttr : : SHADOW } ;
inventoryWindow - > AddComponent ( " itemDescription " , itemDescriptionLabel ) ;
}