# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2018 - 2023 OneLoneCoder . 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
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CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
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SUCH DAMAGE .
Portions of this software are copyright © 2023 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "Crawler.h"
# include "olcPixelGameEngine.h"
# include "safemap.h"
# include "Item.h"
# include "MenuItemButton.h"
# include "MenuLabel.h"
# include "InventoryScrollableWindowComponent.h"
using A = Attribute ;
void Menu : : InitializeConsumableInventoryWindow ( ) {
int invWidth = " ThemeGlobal.InventoryWidth " _I ;
int initialInvHeight = " ThemeGlobal.InventoryHeight " _I ;
int itemSpacing = " ThemeGlobal.InventoryItemSpacing " _I ;
int buttonSize = " ThemeGlobal.InventoryButtonSize " _I ;
int totalSpacing = buttonSize + itemSpacing ;
vf2d windowSize = { float ( totalSpacing * invWidth - itemSpacing + 2 + 24 ) , float ( totalSpacing * ( 3 + 1 ) - itemSpacing + 64 ) } ; //Need space for the button.
Menu * inventoryWindow = CreateMenu ( INVENTORY , CENTERED , windowSize ) ;
inventoryWindow - > I ( A : : LOADOUT_SLOT ) = 0 ;
InventoryScrollableWindowComponent * inventory = NEW InventoryScrollableWindowComponent ( INVENTORY , { { 1 , 20 } , { windowSize . x , float ( totalSpacing * 3 - itemSpacing ) } } , " Consumables " , " itemName " , " itemDescription " ,
[ & ] ( MenuFuncData data ) {
MenuItemButton * button = ( MenuItemButton * ) data . component ;
data . game - > ClearLoadoutItem ( data . menu . I ( A : : LOADOUT_SLOT ) ) ;
for ( MenuComponent * component : data . parentComponent - > GetComponents ( ) ) { //HACK ALERT! If we are accessing a parent component, it's because we are dealing with a scrolling window component, which has sub-components. So this should be a safe cast to make.
if ( component - > GetName ( ) . starts_with ( " item " ) ) {
MenuItemButton * button2 = ( MenuItemButton * ) component ; //HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
if ( button2 = = button ) {
if ( button2 - > selected ! = - 1 ) {
data . game - > ClearLoadoutItem ( button2 - > selected ) ;
}
button2 - > selected = - 1 ;
}
if ( button2 - > selected = = data . menu . I ( A : : LOADOUT_SLOT ) ) {
button2 - > selected = - 1 ;
}
}
}
button - > selected = data . menu . I ( A : : LOADOUT_SLOT ) ;
data . game - > SetLoadoutItem ( button - > selected , button - > GetItem ( ) . Name ( ) ) ;
return true ;
} ) ;
inventoryWindow - > AddComponent ( " inventory " , inventory ) ;
//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.
MenuLabel * inventoryTypeLabel = NEW MenuLabel ( INVENTORY , { { 0 , 0 } , { windowSize . x - 1 , 18 } } , " Consumables " , 2 , ComponentAttr : : SHADOW | ComponentAttr : : BACKGROUND | ComponentAttr : : OUTLINE ) ;
inventoryWindow - > AddComponent ( " Inventory Type Label " , inventoryTypeLabel ) ;
MenuLabel * itemNameLabel = NEW MenuLabel { INVENTORY , geom2d : : rect < float > ( vf2d { 2 , float ( initialInvHeight * totalSpacing + itemSpacing - 16 ) } , { windowSize . x - 4 , windowSize . y - 108 } ) , " " , 1 , ComponentAttr : : SHADOW } ;
inventoryWindow - > AddComponent ( " itemName " , itemNameLabel ) ;
float itemDescriptionLabelY = float ( initialInvHeight * totalSpacing + itemSpacing ) ;
MenuLabel * itemDescriptionLabel = NEW MenuLabel { INVENTORY , geom2d : : rect < float > ( vf2d { 2 , itemDescriptionLabelY } , { windowSize . x - 4 , windowSize . y - 108 } ) , " " , 1 , ComponentAttr : : SHADOW } ;
inventoryWindow - > AddComponent ( " itemDescription " , itemDescriptionLabel ) ;
MenuComponent * okButton = NEW MenuComponent ( INVENTORY , { { windowSize . x / 2 - 24 , itemDescriptionLabelY + 56 } , { 48 , 12 } } , " Ok " , [ ] ( MenuFuncData data ) { Menu : : CloseMenu ( ) ; return true ; } ) ;
inventoryWindow - > AddComponent ( " OK Button " , okButton ) ;
}