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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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*/
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#pragma endregion
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#include "Menu.h"
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#include "Crawler.h"
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#include "MenuLabel.h"
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#include "MenuComponent.h"
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#include "InventoryScrollableWindowComponent.h"
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INCLUDE_game
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void Menu::InitializeLevelCompleteWindow(){
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geom2d::rect<int>windowSize={{28,28},game->GetScreenSize()-vf2d{56,56}};
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Menu*levelCompleteWindow=Menu::CreateMenu(LEVEL_COMPLETE,windowSize.pos,windowSize.size);
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MenuLabel*stageCompleteLabel=NEW MenuLabel(LEVEL_COMPLETE,{{0,4},{windowSize.size.x-1.f,20}},"Stage Completed",2,ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND|ComponentAttr::SHADOW);
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levelCompleteWindow->AddComponent("Stage Complete Label",stageCompleteLabel);
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MenuComponent*monsterLootOutline=NEW MenuComponent(LEVEL_COMPLETE,{{0,32},{windowSize.size.x-80.f,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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MenuLabel*monsterLootLabel=NEW MenuLabel(LEVEL_COMPLETE,{{0,32},{windowSize.size.x-80.f,12}},"Monster Loot",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
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InventoryScrollableWindowComponent*monsterLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,44},{windowSize.size.x-80.f,60}},"Monster Loot");
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levelCompleteWindow->AddComponent("Monster Loot Outline",monsterLootOutline);
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levelCompleteWindow->AddComponent("Monster Loot Label",monsterLootLabel);
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levelCompleteWindow->AddComponent("Monster Loot Window",monsterLootWindow);
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MenuComponent*stageLootOutline=NEW MenuComponent(LEVEL_COMPLETE,{{0,108},{windowSize.size.x-80.f,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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MenuLabel*stageLootLabel=NEW MenuLabel(LEVEL_COMPLETE,{{0,108},{windowSize.size.x-80.f,12}},"Stage Loot",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
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InventoryScrollableWindowComponent*stageLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,120},{windowSize.size.x-80.f,60}},"Stage Loot");
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levelCompleteWindow->AddComponent("Stage Loot Outline",stageLootOutline);
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levelCompleteWindow->AddComponent("Stage Loot Label",stageLootLabel);
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levelCompleteWindow->AddComponent("Stage Loot Window",stageLootWindow);
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MenuComponent*detailsOutline=NEW MenuComponent(LEVEL_COMPLETE,{{windowSize.size.x-72.f,32},{71,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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MenuLabel*detailsExpGain=NEW MenuLabel(LEVEL_COMPLETE,{{windowSize.size.x-72.f,104},{71,36}},"+ Exp",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND);
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MenuComponent*nextButton=NEW MenuComponent(LEVEL_COMPLETE,{{windowSize.size.x-72.f,144},{71,32}},"Next",DO_NOTHING);
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levelCompleteWindow->AddComponent("Level Details Outline",detailsOutline);
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levelCompleteWindow->AddComponent("Level EXP Gain Outline",detailsExpGain);
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levelCompleteWindow->AddComponent("Next Button",nextButton);
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}
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