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/Adventures in Lestoria/MenuComponent.h

157 lines
7.3 KiB

#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 © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "Menu.h"
#include "BitwiseEnum.h"
enum class ButtonAttr{
NONE= 0b000,
UNSELECTABLE= 0b001, //Makes the component unselectable.
UNSELECTABLE_VIA_KEYBOARD= 0b010, //Makes the component unselectable via keyboard.
FIT_TO_LABEL= 0b100, //Scales the text horizontally to fit the label if the text takes up more space rather than wrapping.
};
enum class ComponentAttr{
NONE= 0b0'0000'0000,
LEFT_ALIGN= 0b0'0000'0001, //Labels are centered by default.
SHADOW= 0b0'0000'0010, //Adds shadows to the label text.
OUTLINE= 0b0'0000'0100, //Adds an outline around the component.
BACKGROUND= 0b0'0000'1000, //Renders the background of the menu theme for this component.
FIT_TO_LABEL= 0b0'0001'0000, //Scales the text horizontally to fit the label if the text takes up more space rather than wrapping.
FIXED_WIDTH_FONT= 0b0'0010'0000, //Uses a fixed-width font (instead of a proportional one) for text rendering.
};
enum class SelectionType{
CROSSHAIR,
HIGHLIGHT,
INNER_BOX,
NONE,
};
using SelectionType::CROSSHAIR;
using SelectionType::HIGHLIGHT;
using SelectionType::INNER_BOX;
class InventoryScrollableWindowComponent;
class MenuComponent:public IAttributable{
friend class Menu;
friend class MenuItemButton;
friend class ScrollableWindowComponent;
friend class InventoryScrollableWindowComponent;
friend class MenuItemItemButton;
friend class RowItemDisplay;
MenuType menuDest;
MenuFunc onHover=[](MenuFuncData dat){return true;};
MenuFunc onMouseOut=[](MenuFuncData dat){return true;};
bool hoverState=false;
bool runHoverFunctions=false;
private:
virtual bool GetHoverState(AiL*game);
std::pair<MenuType,std::string>memoryLeakInfo; //Used to identify memory leak hints for this component.
void _BeforeUpdate(AiL*game);
virtual void BeforeUpdate(AiL*game);
void _Update(AiL*game);
void _DrawDecal(ViewPort&window,bool focused);
void _OnMouseOut();
void _OnHover();
SelectionType selectionType=CROSSHAIR;
protected:
int depth=0;
float hoverEffect=0;
std::string name="";
geom2d::rect<float>rect;
vf2d originalPos;
std::string label;
bool border=true;
bool draggable=false;
bool background=true;
bool showDefaultLabel=true;
MenuFunc onClick;
bool hovered=false;
bool selectable=true;
bool selectableViaKeyboard=true;
bool selected=false;
bool disabled=false; //If set to true, this component will not be rendered or updated.
bool renderInMain=true; //If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
bool valid=true; //If set to false, this would cause the component to be removed.
bool fitToLabel=false; //Will shrink text horizontally to fit the size of the label if the display text is too large.
bool grayedOut=false; //If turned on, a button will appear grayed out and unresponsive.
int inventoryIndex=0;
vf2d labelScaling={1,1};
virtual void Update(AiL*game);
virtual void DrawDecal(ViewPort&window,bool focused);
virtual bool GetHoverState(AiL*game,MenuComponent*child);
virtual void AfterCreate(); //Called after the creation of all menus finish.
//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
virtual bool PointWithinParent(MenuComponent*child,vi2d drawPos);
//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
virtual bool PointWithinParent(MenuComponent*child,geom2d::rect<float> drawRect);
virtual void OnMouseOut();
virtual void OnHover();
public:
MenuType parentMenu=MenuType::ENUM_END;
MenuComponent*parentComponent=nullptr;
MenuComponent(geom2d::rect<float>rect,std::string label,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,vf2d labelScaling,ButtonAttr attributes=ButtonAttr::NONE);
virtual ~MenuComponent();
vf2d GetPos();
const vf2d&GetSize()const;
//We picked up a draggable component, we should make a copy and return it here. If a nullptr is returned here, the pickup is not allowed.
//WARNING!!! This allocates a brand new component when successful!!! Be prepared to clear it!
virtual MenuComponent*PickUpDraggableItem();
//We are attempting to drop draggable onto this item. If it's not allowed, return false.
virtual bool DropDraggableItem(MenuComponent*draggable);
//A notification that a button outside the region has been selected. Return false if it's not allowed.
virtual bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
//Called whenever equipment and base stats are updated, notifying a component that numbers that may be displayed have changed.
virtual void OnEquipStatsUpdate();
virtual const std::string&GetLabel()const;
std::string GetName();
virtual void SetSelected(bool selected)final;
virtual void SetSelectionType(SelectionType selectionType)final;
virtual void Enable(bool enabled);
virtual void Cleanup();
virtual void SetHoverFunc(std::function<bool(MenuFuncData)>func);
virtual void SetMouseOutFunc(std::function<bool(MenuFuncData)>func);
void SetGrayedOut(bool grayedOut);
virtual void OnPlayerMoneyUpdate(uint32_t newMoney);
virtual void OnChapterUpdate(uint8_t newChapter);
virtual void Click();
};