The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler/InventoryScrollableWindowCo...

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#pragma once
#include "Menu.h"
#include "MenuComponent.h"
#include "MenuItemButton.h"
#include "Crawler.h"
#include "ScrollableWindowComponent.h"
typedef Attribute A;
class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
protected:
public:
inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
:ScrollableWindowComponent(parent,rect,icon,onClick){}
protected:
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!";
;
}
if(buttonList.size()==0){
if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
ERR("WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!")
}
}
if(keyboardButtonList.size()==0){
if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
ERR("WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!")
}
}
}
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(components.size()<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(components.size()>inv.size()){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
};