The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
AdventuresInLestoria/Crawler/ScrollableWindowComponent.h

264 lines
13 KiB

#pragma once
#include "Menu.h"
#include "MenuComponent.h"
#include "Crawler.h"
typedef Attribute A;
class ScrollableWindowComponent:public MenuComponent{
protected:
Renderable r;
std::vector<MenuComponent*>components;
MenuComponent*upButton=nullptr;
MenuComponent*downButton=nullptr;
geom2d::rect<float>bounds; //It's for the scrollbar.
float scrollBarHeight=0;
float scrollBarTop=0;
bool scrollBarSelected=false;
float scrollBarHoverTime=0;
private:
inline bool OnScreen(MenuComponent*component){
return geom2d::overlaps(rect,geom2d::rect<float>{component->rect.pos+V(A::SCROLL_OFFSET)+vf2d{2,2},component->rect.size-vf2d{2,2}});
}
public:
inline ScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
:MenuComponent(parent,rect,"",onClick,false){
r.Create(rect.size.x,rect.size.y);
}
virtual inline ~ScrollableWindowComponent(){
}
private:
virtual inline void AfterCreate()override{
upButton=new MenuComponent(parentMenu,{vf2d{rect.size.x-12,0},{12,12}},"^",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y+="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
downButton=new MenuComponent(parentMenu,{rect.size-vf2d{12,12},{12,12}},"v",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y-="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
//Let's use the internal name of this component to add unique names for sub-components.
Menu::menus[parentMenu]->AddComponent(name+upButton->rect.pos.str()+"_"+upButton->rect.size.str(),upButton);
Menu::menus[parentMenu]->AddComponent(name+downButton->rect.pos.str()+"_"+downButton->rect.size.str(),downButton);
}
protected:
virtual inline void Update(Crawler*game)override{
MenuComponent::Update(game);
vf2d windowAbsPos=Menu::menus[parentMenu]->pos+rect.pos;
bool mouseOverScrollbar=geom2d::overlaps(geom2d::rect<float>(windowAbsPos+vf2d{rect.size.x-12,scrollBarTop+12},{12,scrollBarHeight}),game->GetMousePos());
if(mouseOverScrollbar||scrollBarSelected){
scrollBarHoverTime=std::min(scrollBarHoverTime+game->GetElapsedTime(),"ThemeGlobal.HighlightTime"_F);
if(game->GetMouse(0).bPressed){
scrollBarSelected=true;
}
if(game->GetMouse(0).bReleased){
scrollBarSelected=false;
}
if(scrollBarSelected){
float spaceBetweenTopAndBottomArrows=rect.size.y-24;
float viewHeight=rect.size.y;
float totalContentHeight=bounds.size.y;
float scrollBarScale=(spaceBetweenTopAndBottomArrows/totalContentHeight);
//The scroll amount moves centered on the position the mouse is at.
float newScrollbarTop=(game->GetMousePos().y-windowAbsPos.y-12)-scrollBarHeight/2;
V(A::SCROLL_OFFSET).y=(-newScrollbarTop+1)/scrollBarScale; //Derived formula from the draw code.
}
}else{
scrollBarHoverTime=std::max(scrollBarHoverTime-game->GetElapsedTime(),0.f);
}
if(game->GetMouseWheel()!=0){
if(game->GetMouseWheel()>0){
V(A::SCROLL_OFFSET).y+="ThemeGlobal.MenuScrollWheelSpeed"_I;
}else{
V(A::SCROLL_OFFSET).y-="ThemeGlobal.MenuScrollWheelSpeed"_I;
}
}
V(A::SCROLL_OFFSET).y=std::clamp(V(A::SCROLL_OFFSET).y,-(bounds.size.y-rect.size.y),0.f);
for(MenuComponent*component:components){
component->disabled=!OnScreen(component);
component->_Update(game);
}
upButton->disabled=false;
downButton->disabled=false;
if(geom2d::contains(rect,bounds)){//This means we have no reason to show a scrollbar.
upButton->disabled=true;
downButton->disabled=true;
}
}
virtual inline void Draw(Crawler*game,vf2d parentPos,bool focused)override{
MenuComponent::Draw(game,parentPos,focused);
Sprite*prevDrawTarget=game->GetDrawTarget();
game->SetDrawTarget(r.Sprite());
game->Clear(BLANK);
for(MenuComponent*component:components){
component->_Draw(game,rect.pos+V(A::SCROLL_OFFSET),focused);
}
game->SetDrawTarget(prevDrawTarget);
game->DrawSprite(parentPos,r.Sprite());
}
inline void DrawScrollbar(Crawler*game,vf2d parentPos,bool focused){
float spaceBetweenTopAndBottomArrows=rect.size.y-24;
float viewHeight=rect.size.y;
float totalContentHeight=bounds.size.y;
float scrollBarScale=(spaceBetweenTopAndBottomArrows/totalContentHeight);
scrollBarHeight=viewHeight*scrollBarScale-1;
scrollBarTop=-V(A::SCROLL_OFFSET).y*scrollBarScale+1;
float focusedWindowColorMult=(focused?1:"ThemeGlobal.MenuUnfocusedColorMult"_F);
game->FillRectDecal(rect.pos+parentPos+vf2d{rect.size.x-13,scrollBarTop+12},{12,scrollBarHeight},PixelLerp(Menu::GetCurrentTheme().GetButtonCol(),Menu::GetCurrentTheme().GetHighlightCol(),scrollBarHoverTime/"ThemeGlobal.HighlightTime"_F)*focusedWindowColorMult);
game->DrawRectDecal(rect.pos+parentPos+vf2d{rect.size.x-13,scrollBarTop+12},{12,scrollBarHeight},WHITE*focusedWindowColorMult);
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
MenuComponent::DrawDecal(game,parentPos,focused);
game->DrawRectDecal(rect.pos+parentPos,rect.size);
for(MenuComponent*component:components){
component->_DrawDecal(game,rect.pos+parentPos+V(A::SCROLL_OFFSET),focused);
}
DrawScrollbar(game,parentPos,focused);
}
virtual bool GetHoverState(Crawler*game,MenuComponent*child)override{
return geom2d::overlaps(geom2d::rect<float>{Menu::menus[parentMenu]->pos+rect.pos+child->rect.pos+V(A::SCROLL_OFFSET),child->rect.size},game->GetMousePos());
}
//Calculates the bounds of all components.
geom2d::rect<float> inline CalculateBounds(){
geom2d::rect<float>bounds;
for(MenuComponent*component:components){
if(component->rect.pos.x<bounds.pos.x){
float sizeIncrease=bounds.pos.x-component->rect.pos.x;
bounds.size.x+=sizeIncrease;
bounds.pos.x=component->rect.pos.x;
}
if(component->rect.right().start.x>bounds.right().start.x){
float sizeIncrease=component->rect.right().start.x-bounds.right().start.x;
bounds.size.x+=sizeIncrease;
}
if(component->rect.pos.y<bounds.pos.y){
float sizeIncrease=bounds.pos.y-component->rect.pos.y;
bounds.size.y+=sizeIncrease;
bounds.pos.y=component->rect.pos.y;
}
if(component->rect.bottom().start.y>bounds.bottom().start.y){
float sizeIncrease=component->rect.bottom().start.y-bounds.bottom().start.y;
bounds.size.y+=sizeIncrease;
}
}
return bounds;
}
public:
void inline AddComponent(Menu*parentMenu,std::string key,MenuComponent*button){
components.push_back(button);
button->renderInMain=false; //Now we are in control!
button->parentComponent=this;
if(button->rect.pos.x<bounds.pos.x){
float sizeIncrease=bounds.pos.x-button->rect.pos.x;
bounds.size.x+=sizeIncrease;
bounds.pos.x=button->rect.pos.x;
}
if(button->rect.right().start.x>bounds.right().start.x){
float sizeIncrease=button->rect.right().start.x-bounds.right().start.x;
bounds.size.x+=sizeIncrease;
}
if(button->rect.pos.y<bounds.pos.y){
float sizeIncrease=bounds.pos.y-button->rect.pos.y;
bounds.size.y+=sizeIncrease;
bounds.pos.y=button->rect.pos.y;
}
if(button->rect.bottom().start.y>bounds.bottom().start.y){
float sizeIncrease=button->rect.bottom().start.y-bounds.bottom().start.y;
bounds.size.y+=sizeIncrease;
}
parentMenu->AddComponent(key,button);
}
virtual inline bool PointWithinParent(MenuComponent*child,vi2d drawPos)override{
return geom2d::overlaps(geom2d::rect<float>{Menu::menus[parentMenu]->pos+rect.pos,rect.size},drawPos);
}
virtual inline bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton)override{
//Set the offset so the center is highlighted by this button.
V(A::SCROLL_OFFSET).y=-(disabledButton->rect.pos.y-disabledButton->rect.size.y/2);
V(A::SCROLL_OFFSET).y+=rect.size.y/2;
return true;
};
virtual inline size_t ComponentCount(){
return components.size();
}
virtual inline void RemoveButton(MenuComponent*button){
std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
size_t removedCount=0;
removedCount+=std::erase(buttonList,button);
removedCount+=std::erase(keyboardButtonList,button);
if(removedCount!=2){
std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
throw;
}
if(buttonList.size()==0){
if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
if(keyboardButtonList.size()==0){
if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
}
void inline RemoveEmptySlots(){
//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
for(int i=0;i<components.size();i++){
MenuComponent*button=components[i];
button->Update(game); //We have to call update to update the validation state.
//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
if(!button->valid){
for(int j=i;j<components.size()-1;j++){
//Take the item in the next slot and move it to this slot.
Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
components[j]=components[j+1];
}
MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
//Now we have to fix up the keyboard button list.
RemoveButton(lastButton);
Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
//Now delete the last slot.
components.erase(components.end()-1);
i--; //Subtract one from the index so we don't accidently skip slots.
}
}
bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
}
virtual void OnInventorySlotsUpdate(ITCategory cat)override{
std::vector<std::string>&inv=Inventory::get(cat);
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(ComponentCount()<inv.size()){//We need more space to display our items.
int invWidth="ThemeGlobal.InventoryWidth"_I;
int x=(inv.size()-1)%invWidth;
int y=(inv.size()-1)/invWidth;
int itemIndex=y*invWidth+x;
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
button->UseItem();
};
MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
}else
if(ComponentCount()>inv.size()){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
};