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#pragma once
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#include "olcPixelGameEngine.h"
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#include <stack>
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#include "safemap.h"
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#include "Theme.h"
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#include "Attributable.h"
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#include "olcUTIL_Geometry2D.h"
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#include <functional>
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class Crawler;
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class MenuComponent;
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enum MenuType{
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TEST,
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TEST_2,
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INVENTORY,
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///////////////////////////////////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
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///////////////////////////////////////////////////////////
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};
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class Menu:IAttributable{
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friend class Crawler;
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friend class Player;
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static bool MOUSE_NAVIGATION;
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float buttonHoldTime=0;
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std::map<int/*Y*/,std::vector<MenuComponent*>>buttons; //Buttons are stored in rows followed by their column order.
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std::map<int/*Y*/,std::vector<MenuComponent*>>keyboardButtons; //Button ordered storage for keyboard/menu
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std::vector<MenuComponent*>displayComponents; //Components that are only for displaying purposes.
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vi2d selection={-1,-1};
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MenuComponent*draggingComponent=nullptr;
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Renderable r,overlay;
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public:
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//The constructor is private. Use CreateMenu() instead!
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Menu()=default;
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virtual ~Menu()=default;
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void AddComponent(std::string key,MenuComponent*button);
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void Update(Crawler*game);
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void Draw(Crawler*game);
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static void InitializeMenus();
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static void OpenMenu(MenuType menu);
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static std::vector<Menu*>stack;
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static std::string themeSelection;
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static safeunorderedmap<std::string,Theme>themes;
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static const vf2d CENTERED;
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safemap<std::string,MenuComponent*>components; //A friendly way to interrogate any component we are interested in.
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static std::map<MenuType,Menu*>menus;
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vf2d pos; //Specify the upper-left corner of the window. Using CENTERED will always put this where the upper-left corner would center the window.
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vf2d size; //Size in tiles (24x24), every menu will be tile-based
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static Theme&GetCurrentTheme();
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private:
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Menu(vf2d pos,vf2d size);
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void HoverMenuSelect(Crawler*game);
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void MenuSelect(Crawler*game);
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void CheckClickAndPerformMenuSelect(Crawler*game);
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//Mandatory before any menu operations! This creates and sets up the menu in memory.
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static Menu*CreateMenu(MenuType type,vf2d pos,vf2d size);
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static void InitializeTestMenu();
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static void InitializeTestSubMenu();
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static void InitializeInventoryWindow();
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//X (0-3), Y (0-2) for specific 9-patch tile (tiled version).
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static Renderable&GetPatchPart(int x,int y);
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void KeyboardButtonNavigation(Crawler*game,vf2d menuPos);
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void DrawScaledWindowBackground(Crawler*game,vf2d menuPos);
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void DrawTiledWindowBackground(Crawler*game,vf2d menuPos);
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void DrawScaledWindowBorder(Crawler*game,vf2d menuPos);
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void DrawTiledWindowBorder(Crawler*game,vf2d menuPos);
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//This triggers if we use a keyboard/controller input to try and select some off-screen menu item. We should ideally follow the menu cursor.
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bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
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Pixel GetRenderColor();
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};
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struct MenuFuncData{
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Menu&menu;
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Crawler*game;
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MenuComponent*component;
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};
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typedef std::function<void(MenuFuncData)> MenuFunc;
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