# 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 "Menu.h"
# include "AdventuresInLestoria.h"
# include "MenuLabel.h"
# include "MenuComponent.h"
# include "InventoryScrollableWindowComponent.h"
# include "PopupMenuLabel.h"
# include "Unlock.h"
# include "State_OverworldMap.h"
INCLUDE_game
void Menu : : InitializeLevelCompleteWindow ( ) {
geom2d : : rect < int > windowSize = { { 28 , 28 } , game - > GetScreenSize ( ) - vf2d { 56 , 56 } } ;
Menu * levelCompleteWindow = Menu : : CreateMenu ( LEVEL_COMPLETE , windowSize . pos , windowSize . size ) ;
levelCompleteWindow - > ADD ( " Stage Complete Label " , MenuLabel ) ( geom2d : : rect < float > { { 0 , 4 } , { windowSize . size . x - 1.f , 20 } } , " Stage Completed " , 2 , ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND | ComponentAttr : : SHADOW ) END ;
levelCompleteWindow - > ADD ( " Monster Loot Outline " , MenuComponent ) ( geom2d : : rect < float > { { 0 , 32 } , { windowSize . size . x - 80.f , 72 } } , " " , DO_NOTHING , ButtonAttr : : UNSELECTABLE ) END ;
levelCompleteWindow - > ADD ( " Monster Loot Label " , MenuLabel ) ( geom2d : : rect < float > { { 0 , 32 } , { windowSize . size . x - 80.f , 12 } } , " Monster Loot " , 1 , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE ) END ;
auto monsterLootWindow = levelCompleteWindow - > ADD ( " Monster Loot Window " , InventoryScrollableWindowComponent ) ( geom2d : : rect < float > { { 0 , 44 } , { windowSize . size . x - 80.f , 60 } } , " Monster Loot Popup Item Name " , " Monster Loot Popup Item Description " , DO_NOTHING , InventoryCreator : : Player_InventoryUpdate ) END ;
Menu : : AddInventoryListener ( monsterLootWindow , " Monster Loot " ) ;
levelCompleteWindow - > ADD ( " Stage Loot Outline " , MenuComponent ) ( geom2d : : rect < float > { { 0 , 108 } , { windowSize . size . x - 80.f , 72 } } , " " , DO_NOTHING , ButtonAttr : : UNSELECTABLE ) END ;
levelCompleteWindow - > ADD ( " Stage Loot Label " , MenuLabel ) ( geom2d : : rect < float > { { 0 , 108 } , { windowSize . size . x - 80.f , 12 } } , " Stage Loot " , 1 , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE ) END ;
auto stageLootWindow = levelCompleteWindow - > ADD ( " Stage Loot Window " , InventoryScrollableWindowComponent ) ( geom2d : : rect < float > { { 0 , 120 } , { windowSize . size . x - 80.f , 60 } } , " Stage Loot Popup Item Name " , " Stage Loot Popup Item Description " , DO_NOTHING , InventoryCreator : : Player_InventoryUpdate ) END ;
Menu : : AddInventoryListener ( stageLootWindow , " Stage Loot " ) ;
auto nextButtonAction = [ ] ( MenuFuncData data ) {
Unlock : : UnlockArea ( State_OverworldMap : : GetCurrentConnectionPoint ( ) . map ) ;
Merchant : : RandomizeTravelingMerchant ( ) ;
GameState : : ChangeState ( States : : GAME_HUB , 0.25f ) ;
return true ;
} ;
levelCompleteWindow - > ADD ( " Level Details Outline " , MenuComponent ) ( geom2d : : rect < float > { { windowSize . size . x - 72.f , 32 } , { 71 , 72 } } , " " , DO_NOTHING , ButtonAttr : : UNSELECTABLE ) END ;
levelCompleteWindow - > ADD ( " Level EXP Gain Outline " , MenuLabel ) ( geom2d : : rect < float > { { windowSize . size . x - 72.f , 104 } , { 71 , 36 } } , " + Exp " , 1 , ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
levelCompleteWindow - > ADD ( " Next Button " , MenuComponent ) ( geom2d : : rect < float > { { windowSize . size . x - 72.f , 144 } , { 71 , 32 } } , " Next " , nextButtonAction ) END ;
levelCompleteWindow - > ADD ( " Monster Loot Popup Item Name " , PopupMenuLabel ) ( geom2d : : rect < float > { { 0 , 108 } , { windowSize . size . x - 80.f , 12 } } , " " , 1.0f , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
levelCompleteWindow - > ADD ( " Monster Loot Popup Item Description " , PopupMenuLabel ) ( geom2d : : rect < float > { { 0 , 120 } , { windowSize . size . x - 80.f , 60 } } , " " , 1.0f , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
levelCompleteWindow - > ADD ( " Stage Loot Popup Item Name " , PopupMenuLabel ) ( geom2d : : rect < float > { { 0 , 32 } , { windowSize . size . x - 80.f , 12 } } , " " , 1.0f , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
levelCompleteWindow - > ADD ( " Stage Loot Popup Item Description " , PopupMenuLabel ) ( geom2d : : rect < float > { { 0 , 44 } , { windowSize . size . x - 80.f , 60 } } , " " , 1.0f , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
levelCompleteWindow - > SetupKeyboardNavigation (
[ ] ( MenuType type , Data & returnData ) { //On Open
auto monsterLoot = Component < InventoryScrollableWindowComponent > ( type , " Monster Loot Window " ) ;
auto stageLoot = Component < InventoryScrollableWindowComponent > ( type , " Stage Loot Window " ) ;
if ( monsterLoot - > GetComponents ( ) . size ( ) > 0 ) {
returnData = monsterLoot - > GetComponents ( ) . front ( ) ;
} else
if ( stageLoot - > GetComponents ( ) . size ( ) > 0 ) {
returnData = stageLoot - > GetComponents ( ) . front ( ) ;
} else {
returnData = " Next Button " ;
}
} ,
{ //Button Key
{ { game - > KEY_SHOULDER , Pressed } , { " Scroll " , [ ] ( MenuType type ) { } } } ,
{ { game - > KEY_FASTSCROLLDOWN , PressedDAS , InputEngageGroup : : NOT_VISIBLE } , { " Scroll " , [ ] ( MenuType type ) {
auto selection = Menu : : menus [ type ] - > GetSelection ( ) ;
if ( ! selection . expired ( ) ) {
auto parentComponent = DYNAMIC_POINTER_CAST < InventoryScrollableWindowComponent > ( selection . lock ( ) - > parentComponent ) ;
int invWidth = int ( ( parentComponent - > rect . size . x - 12 ) / ( float ( parentComponent - > options . size . x ) + parentComponent - > options . padding ) ) ;
parentComponent - > IncreaseSelectionIndex ( invWidth * 3.f ) ;
}
} } } ,
{ { game - > KEY_FASTSCROLLUP , PressedDAS , InputEngageGroup : : NOT_VISIBLE } , { " Scroll " , [ ] ( MenuType type ) {
auto selection = Menu : : menus [ type ] - > GetSelection ( ) ;
if ( ! selection . expired ( ) ) {
auto parentComponent = DYNAMIC_POINTER_CAST < InventoryScrollableWindowComponent > ( selection . lock ( ) - > parentComponent ) ;
int invWidth = int ( ( parentComponent - > rect . size . x - 12 ) / ( float ( parentComponent - > options . size . x ) + parentComponent - > options . padding ) ) ;
parentComponent - > IncreaseSelectionIndex ( invWidth * - 3.f ) ;
}
} } } ,
{ game - > KEY_SCROLL , { " View Items " , [ ] ( MenuType type ) { } } } ,
{ game - > KEY_START , { " Continue " , [ ] ( MenuType type ) { } } } ,
}
, { //Button Navigation Rules
{ " Monster Loot Window " , {
. up = [ ] ( MenuType type , Data & returnData ) {
auto & selection = Menu : : menus [ type ] - > GetSelection ( ) ;
auto & itemsList = Component < InventoryScrollableWindowComponent > ( type , " Monster Loot Window " ) - > GetComponents ( ) ;
auto itemsWindow = Component < InventoryScrollableWindowComponent > ( type , " Monster Loot Window " ) ;
auto component = std : : find_if ( itemsList . begin ( ) , itemsList . end ( ) , [ & ] ( auto & comp ) { return comp . lock ( ) = = selection . lock ( ) ; } ) ;
if ( itemsList . size ( ) > 0 ) {
if ( component = = itemsList . end ( ) ) {
//Set the selected button to the last element in the list.
returnData = itemsList . back ( ) ;
} else {
int invWidth = int ( ( itemsWindow - > rect . size . x - 12 ) / ( float ( itemsWindow - > options . size . x ) + itemsWindow - > options . padding ) ) ;
std : : weak_ptr < MenuItemButton > selectedButton = DYNAMIC_POINTER_CAST < MenuItemButton > ( * component ) ;
int newRowIndex = selectedButton . lock ( ) - > inventoryIndex - invWidth ; //Moving up moves the cursor up an entire row.
if ( newRowIndex < 0 ) {
//This means we have to wrap around.
returnData = " OK Button " ;
return ;
}
if ( newRowIndex < 0 | | newRowIndex > = itemsList . size ( ) ) ERR ( std : : format ( " New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING! " , newRowIndex ) ) ;
//Select the component that matches this new number.
auto component = std : : find_if ( itemsList . begin ( ) , itemsList . end ( ) , [ & ] ( auto & comp ) { return DYNAMIC_POINTER_CAST < MenuItemButton > ( comp ) - > inventoryIndex = = newRowIndex ; } ) ;
if ( component = = itemsList . end ( ) ) ERR ( std : : format ( " WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING! " , newRowIndex ) ) ;
returnData = * component ;
}
} else {
returnData = " OK Button " ;
}
} ,
. down = " Load Game Button " , } } ,
{ " Load Game Button " , {
. up = " New Game Button " ,
. down = " Quit Game Button " , } } ,
{ " Quit Game Button " , {
. up = " Load Game Button " ,
. down = " New Game Button " , } } ,
} ) ;
}