# 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
# include "AdventuresInLestoria.h"
# include "DEFINES.h"
# include "Menu.h"
# include "CharacterRotatingDisplay.h"
# include "ClassInfo.h"
# include "CharacterAbilityPreviewComponent.h"
INCLUDE_game
INCLUDE_GFX
INCLUDE_DATA
using A = Attribute ;
void Menu : : InitializeClassInfoWindow ( ) {
Menu * classInfoWindow = CreateMenu ( CLASS_INFO , CENTERED , game - > GetScreenSize ( ) - vi2d { 24 , 24 } ) ;
Menu * classSelectionWindow = Menu : : menus [ CLASS_SELECTION ] ;
ClassInfo data = classutils : : GetClassInfo ( classSelectionWindow - > S ( A : : CLASS_SELECTION ) ) ;
auto label = classInfoWindow - > ADD ( " Class Name " , MenuLabel ) ( geom2d : : rect < float > { { 0 , 0 } , { classInfoWindow - > size . x - 1 , 24 } } , data . className , 2 , ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
classInfoWindow - > ADD ( " Rotating Character Display " , CharacterRotatingDisplay ) ( geom2d : : rect < float > { { - 20 , 30 } , { 144 , 180 } } , GFX [ data . classFullImgName ] . Decal ( ) ) END ;
vf2d healthDisplayLabelPos = { classInfoWindow - > size . x / 3 , label - > GetPos ( ) . y + 24 } ;
vf2d labelSize = { 2 * classInfoWindow - > size . x / 3 - 1 , 16 } ;
classInfoWindow - > ADD ( " Base Stats Text " , MenuLabel ) ( geom2d : : rect < float > { { 0 , label - > GetPos ( ) . y + 24 } , { classInfoWindow - > size . x / 3 , labelSize . y } } , " Base Stats " , 1 , ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE ) END ;
classInfoWindow - > ADD ( " Health Display Text " , MenuLabel ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 16 * 0 } , labelSize } , " Health: " + std : : to_string ( data . baseHealth ) + " + " + std : : to_string ( data . healthGrowthRate ) . substr ( 0 , 3 ) + " per level " , 1 , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE ) END ;
classInfoWindow - > ADD ( " Attack Display Text " , MenuLabel ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 16 * 1 } , labelSize } , " Attack: " + std : : to_string ( data . baseAtk ) + " + " + std : : to_string ( data . atkGrowthRate ) . substr ( 0 , 3 ) + " per level " , 1 , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE ) END ;
vf2d abilityIconOffsets = { 0 , 32 } ;
classInfoWindow - > ADD ( " Ability 1 Display " , CharacterAbilityPreviewComponent ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 32 * 0 } + abilityIconOffsets , labelSize * vf2d { 1 , 2 } } , data . ability1 ) END ;
classInfoWindow - > ADD ( " Ability 2 Display " , CharacterAbilityPreviewComponent ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 32 * 1 } + abilityIconOffsets , labelSize * vf2d { 1 , 2 } } , data . ability2 ) END ;
classInfoWindow - > ADD ( " Ability 3 Display " , CharacterAbilityPreviewComponent ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 32 * 2 } + abilityIconOffsets , labelSize * vf2d { 1 , 2 } } , data . ability3 ) END ;
classInfoWindow - > ADD ( " Right Click Ability Display " , CharacterAbilityPreviewComponent ) ( geom2d : : rect < float > { healthDisplayLabelPos + vf2d { 0 , 32 * 3 } + abilityIconOffsets , labelSize * vf2d { 1 , 2 } } , data . rightClickAbility ) END ;
classInfoWindow - > ADD ( " Back Button " , MenuComponent ) ( geom2d : : rect < float > { { classInfoWindow - > center ( ) . x / 2 , healthDisplayLabelPos . y + 32 * 4 + abilityIconOffsets . y + 12 } , { classInfoWindow - > size . x / 2 , 16 } } , " Back " , [ ] ( MenuFuncData data ) { Menu : : CloseMenu ( ) ; return true ; } ) END ;
classInfoWindow - > SetupKeyboardNavigation (
[ ] ( MenuType type , Data & returnData ) { //On Open
returnData = " Back Button " ;
} ,
{ //Button Key
{ game - > KEY_BACK , { " Back " , [ ] ( MenuType type ) {
Component < MenuComponent > ( type , " Back Button " ) - > Click ( ) ;
} } } ,
}
, { //Button Navigation Rules
} ) ;
}