# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . 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 © 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# pragma once
# include "MenuLabel.h"
# include "Item.h"
class EnhancementStatsLabel : public MenuLabel {
std : : weak_ptr < Item > itemRef ;
public :
inline EnhancementStatsLabel ( geom2d : : rect < float > rect , const std : : weak_ptr < Item > itemRef , float scale = 1 , ComponentAttr attributes = ComponentAttr : : SHADOW | ComponentAttr : : LEFT_ALIGN )
: MenuLabel ( rect , " " , scale , attributes ) , itemRef ( itemRef ) { }
inline void SetItem ( const std : : weak_ptr < Item > itemRef ) {
this - > itemRef = itemRef ;
}
inline const std : : weak_ptr < Item > GetItem ( ) const {
return itemRef ;
}
protected :
inline virtual void DrawDecal ( ViewPort & window , bool focused ) override final {
MenuComponent : : DrawDecal ( window , focused ) ;
vf2d adjustedScale = { scale , scale } ;
vf2d labelTextSize = vf2d ( game - > GetWrappedTextSizeProp ( GetLabel ( ) , rect . size . x , adjustedScale ) ) ;
if ( fitToLabel ) {
float sizeRatio = ( ( labelTextSize * adjustedScale ) . x ) / ( rect . size . x - 2 ) ;
if ( sizeRatio > 1 ) {
adjustedScale . x / = sizeRatio ;
}
labelTextSize = vf2d ( game - > GetTextSizeProp ( GetLabel ( ) ) * adjustedScale ) ;
}
vf2d drawPos = rect . middle ( ) - vf2d { labelTextSize } / 2 ; //Assume centered.
if ( ! centered ) {
drawPos = vf2d { rect . pos . x + 2 , rect . pos . y } ;
}
if ( itemRef . lock ( ) - > EnhancementIsPossible ( ) ) {
float maxAttributeLabelSize = 0 ;
std : : for_each ( itemRef . lock ( ) - > GetEnhancementInfo ( ) [ 1 ] . stats . begin ( ) , itemRef . lock ( ) - > GetEnhancementInfo ( ) [ 1 ] . stats . end ( ) , [ & ] ( const auto & data ) {
auto & attr = data . first ;
maxAttributeLabelSize = std : : max ( maxAttributeLabelSize , float ( game - > GetWrappedTextSizeProp ( std : : format ( " {} " , attr . Name ( ) ) , rect . size . x , adjustedScale ) . x ) ) ;
} ) ;
for ( float yOffset = 0 ; const auto & [ attr , value ] : itemRef . lock ( ) - > GetEnhancementInfo ( ) [ itemRef . lock ( ) - > EnhancementLevel ( ) ] . stats ) {
std : : string attributeLabel = std : : format ( " {} " , attr . Name ( ) ) ;
float attributeLabelWidth = game - > GetTextSizeProp ( attributeLabel ) . x ;
window . DrawShadowStringPropDecal ( drawPos + vf2d { maxAttributeLabelSize / 2 + 24 , yOffset } - vf2d { attributeLabelWidth / 2 , 0 } , attributeLabel , WHITE , BLACK , adjustedScale , adjustedScale , fitToLabel ? std : : numeric_limits < float > : : max ( ) : rect . size . x ) ;
uint8_t nextEnhanceLevel = itemRef . lock ( ) - > EnhancementLevel ( ) + 1 ;
float nextStageValue = 0 ;
if ( itemRef . lock ( ) - > GetEnhancementInfo ( ) . size ( ) > nextEnhanceLevel ) {
nextStageValue = itemRef . lock ( ) - > GetEnhancementInfo ( ) [ nextEnhanceLevel ] . stats . get_readOnly ( attr ) ;
}
std : : string percentageSign = attr . DisplayAsPercent ( ) ? " % " : " " ;
if ( Inventory : : GetItemCount ( itemRef . lock ( ) - > ActualName ( ) ) = = 0 ) { //This item hasn't been created yet, so just show that we are developing the item first.
window . DrawShadowStringDecal ( drawPos + vf2d { maxAttributeLabelSize + 4 + 24 , yOffset } , std : : format ( " {:<5} " , (
( attr . ShowAsDecimal ( ) ? std : : format ( " {:>4.2f}{} " , value , percentageSign ) : std : : format ( " {}{} " , value , percentageSign ) ) ) ) ,
WHITE , BLACK , adjustedScale , adjustedScale , fitToLabel ? std : : numeric_limits < float > : : max ( ) : rect . size . x ) ;
} else { //This item is getting enhanced to the next level.
window . DrawShadowStringDecal ( drawPos + vf2d { maxAttributeLabelSize + 4 + 24 , yOffset } , std : : format ( " {:>5} ->#00AA00 {:<5} " ,
attr . ShowAsDecimal ( ) ? std : : format ( " {:>4.2f}{} " , value , percentageSign ) : std : : format ( " {}{} " , value , percentageSign ) ,
( nextEnhanceLevel < = " Item.Item Max Enhancement Level " _I & & itemRef . lock ( ) - > GetEnhancementInfo ( ) [ nextEnhanceLevel ] . chapterAvailable < = game - > GetCurrentChapter ( ) ) ?
attr . ShowAsDecimal ( ) ? std : : format ( " {:<4.2f}{} " , nextStageValue , percentageSign ) : std : : format ( " {}{} " , nextStageValue , percentageSign )
: " MAX " ) ,
WHITE , BLACK , adjustedScale , adjustedScale , fitToLabel ? std : : numeric_limits < float > : : max ( ) : rect . size . x ) ;
}
yOffset + = 16 ;
}
} else {
std : : string text = " Cannot be enhanced. " ;
float textWidth = game - > GetTextSizeProp ( text ) . x ;
window . DrawShadowStringPropDecal ( rect . middle ( ) - vf2d { textWidth , 0 } / 2 , text , RED , BLACK , adjustedScale , adjustedScale , fitToLabel ? std : : numeric_limits < float > : : max ( ) : rect . size . x ) ;
}
}
} ;