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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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Portions of this software are copyright <EFBFBD> 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "InventoryScrollableWindowComponent.h"
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INCLUDE_game
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INCLUDE_ITEM_CATEGORIES
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INCLUDE_DATA
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using A=Attribute;
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using enum ComponentAttr;
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using ButtonAttr::UNSELECTABLE;
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using ButtonAttr::UNSELECTABLE_VIA_KEYBOARD;
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void Menu::InitializeInventoryWindow(){
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Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,game->GetScreenSize()-vi2d{52,52});
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inventoryWindow->ADD("Inventory Label",MenuLabel)({{0,0},{inventoryWindow->size.x-1,24}},"Inventory",2,SHADOW|OUTLINE|BACKGROUND)END;
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inventoryWindow->ADD("Inventory Tabs Outline",MenuComponent)({{0,28},{72,inventoryWindow->size.y-44}},"",DO_NOTHING,UNSELECTABLE)END;
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std::vector<std::pair<std::string,int>>categories;
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for(auto&[category,items]:ITEM_CATEGORIES){
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if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
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categories.push_back({category,DATA["ItemCategory"][category].GetInt(0)}); //We assume the first value becomes the sort order we wish to use.
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}
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std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
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#pragma region Inventory Item Display
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auto itemList=inventoryWindow->ADD("Inventory Display",InventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},categories[0].first,"","",DO_NOTHING)END;
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#pragma endregion
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#pragma region Inventory Tabs
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bool first=true;
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for(float yOffset=0;auto&[category,sortOrder]:categories){
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float textWidth=game->GetTextSizeProp(category).x;
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float buttonWidth=64;
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float textScaling=std::min(1.f,buttonWidth/textWidth);
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auto button=inventoryWindow->ADD(category+" Inventory Tab",MenuComponent)({{2,30+yOffset},{68,16}},category,MenuType::ENUM_END,
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[&](MenuFuncData data){
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Component<InventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display")->SetInventoryType(data.component->S(A::CATEGORY_NAME));
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return true;
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},{textScaling,1.f})END;
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button->S(A::CATEGORY_NAME)=category;
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if(first){
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button->onClick(MenuFuncData{*inventoryWindow,game,button}); //Simulate a click of this button if it's the top one for an initial inventory display.
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}
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yOffset+=20;
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first=false;
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}
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#pragma endregion
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}
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