|
|
|
|
#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 <EFBFBD> 2023 The FreeType
|
|
|
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
|
|
|
All rights reserved.
|
|
|
|
|
*/
|
|
|
|
|
#pragma endregion
|
|
|
|
|
#include "Menu.h"
|
|
|
|
|
#include "MenuComponent.h"
|
|
|
|
|
#include "PopupMenuLabel.h"
|
|
|
|
|
#include "StatLabel.h"
|
|
|
|
|
#include "CharacterRotatingDisplay.h"
|
|
|
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
|
#include "ClassInfo.h"
|
|
|
|
|
#include "MenuItemItemButton.h"
|
|
|
|
|
#include "EquipSlotButton.h"
|
|
|
|
|
#include "Item.h"
|
|
|
|
|
#include "ScrollableWindowComponent.h"
|
|
|
|
|
#include "RowItemDisplay.h"
|
|
|
|
|
|
|
|
|
|
INCLUDE_game
|
|
|
|
|
INCLUDE_GFX
|
|
|
|
|
|
|
|
|
|
void Menu::InitializeCharacterMenuWindow(){
|
|
|
|
|
static bool equipmentWindowOpened=false;
|
|
|
|
|
|
|
|
|
|
vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
|
|
|
|
|
Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
|
|
|
|
|
|
|
|
|
|
characterMenuWindow->ADD("Character Label",MenuLabel)({{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
|
|
|
|
|
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)({{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
|
|
|
|
|
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)({{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
|
|
|
|
|
|
|
|
|
|
const static std::array<std::string,7>displayAttrs{
|
|
|
|
|
"Health",
|
|
|
|
|
"Attack",
|
|
|
|
|
"Defense",
|
|
|
|
|
"Move Spd %",
|
|
|
|
|
"CDR",
|
|
|
|
|
"Crit Rate",
|
|
|
|
|
"Crit Dmg",
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)({{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
|
|
|
|
|
->Enable(false);
|
|
|
|
|
characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)({{123,28},{120,windowSize.y-37-24}})DEPTH -1 END
|
|
|
|
|
->Enable(false);
|
|
|
|
|
characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)({{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
|
|
|
|
|
->Enable(false);
|
|
|
|
|
auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)({{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select",
|
|
|
|
|
[](MenuFuncData data){
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(false);
|
|
|
|
|
Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List")->Enable(false);
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(false);
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(false);
|
|
|
|
|
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
|
|
|
|
|
for(int counter=0;const std::string&attribute:displayAttrs){
|
|
|
|
|
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
|
|
|
|
|
statDisplayLabel->SetStatChangeAmt(0);
|
|
|
|
|
}
|
|
|
|
|
equipmentWindowOpened=false;
|
|
|
|
|
return true;
|
|
|
|
|
})DEPTH 0 END;
|
|
|
|
|
|
|
|
|
|
equipSelectionSelectButton->Enable(false);
|
|
|
|
|
|
|
|
|
|
const static auto GetLabelText=[](ItemAttribute attribute){
|
|
|
|
|
std::string attrStr=std::string(attribute.Name())+":\n ";
|
|
|
|
|
attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute));
|
|
|
|
|
if(attribute.DisplayAsPercent()){
|
|
|
|
|
attrStr+="%";
|
|
|
|
|
}
|
|
|
|
|
return attrStr;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
int equipSlot=1;
|
|
|
|
|
for(int i=0;i<8;i++){
|
|
|
|
|
float x=31+(i%2)*33;
|
|
|
|
|
float y=24+(i/2)*28;
|
|
|
|
|
float labelX=0+(i%2)*88;
|
|
|
|
|
float labelY=24+(i/2)*28+36;
|
|
|
|
|
if(i<6){
|
|
|
|
|
y-=8;
|
|
|
|
|
labelY-=8;
|
|
|
|
|
}
|
|
|
|
|
const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
|
|
|
|
|
EquipSlot slot=EquipSlot(equipSlot);
|
|
|
|
|
auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)({{x,y+28},{24,24}},slot,MenuType::ENUM_END,
|
|
|
|
|
[&](MenuFuncData data){
|
|
|
|
|
EquipSlot slot=EquipSlot(data.component->I(Attribute::EQUIP_TYPE));
|
|
|
|
|
|
|
|
|
|
const std::vector<std::shared_ptr<Item>>&equips=Inventory::get("Equipment");
|
|
|
|
|
const std::vector<std::shared_ptr<Item>>&accessories=Inventory::get("Accessories");
|
|
|
|
|
std::vector<std::weak_ptr<Item>>availableEquipment;
|
|
|
|
|
std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
|
|
|
|
|
return it->GetEquipSlot()&slot;
|
|
|
|
|
});
|
|
|
|
|
std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
|
|
|
|
|
return it->GetEquipSlot()&slot;
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
ScrollableWindowComponent*equipList=Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List");
|
|
|
|
|
equipList->RemoveAllComponents();
|
|
|
|
|
for(int counter=0;const std::weak_ptr<Item>it:availableEquipment){
|
|
|
|
|
const static auto OppositeRingSlotDoesNotMatchCurrentEquip=[](RowItemDisplay*comp){
|
|
|
|
|
EquipSlot slot=EquipSlot(comp->I(Attribute::EQUIP_TYPE));
|
|
|
|
|
std::weak_ptr<Item>otherItem;
|
|
|
|
|
if(slot==EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
|
|
|
|
|
else
|
|
|
|
|
if(slot==EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
|
|
|
|
|
return ISBLANK(otherItem)||(&*comp->GetItem().lock()!=&*otherItem.lock());
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)({{2,2+counter*29.f},{120-15,28}},it,
|
|
|
|
|
[](MenuFuncData data){
|
|
|
|
|
RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
|
|
|
if(comp!=nullptr){
|
|
|
|
|
if(OppositeRingSlotDoesNotMatchCurrentEquip(comp)){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
|
|
|
|
|
Inventory::EquipItem(comp->GetItem(),EquipSlot(comp->I(Attribute::EQUIP_TYPE)));
|
|
|
|
|
for(MenuComponent*button:((ScrollableWindowComponent*)data.parentComponent)->GetComponents()){
|
|
|
|
|
RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(button);
|
|
|
|
|
if(comp!=nullptr){
|
|
|
|
|
comp->SetSelected(false);
|
|
|
|
|
}else{
|
|
|
|
|
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
comp->SetSelected(true);
|
|
|
|
|
for(int counter=0;const std::string&attribute:displayAttrs){
|
|
|
|
|
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
|
|
|
|
|
statDisplayLabel->SetStatChangeAmt(0);
|
|
|
|
|
}
|
|
|
|
|
MenuItemItemButton*equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent->I(A::INDEXED_THEME)]);
|
|
|
|
|
equipButton->SetItem(comp->GetItem(),false);
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},"Item Name","Item Description")END;
|
|
|
|
|
|
|
|
|
|
equip->SetHoverFunc(
|
|
|
|
|
[&](MenuFuncData data){
|
|
|
|
|
RowItemDisplay*button=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
|
|
|
if(button!=nullptr){
|
|
|
|
|
const std::weak_ptr<Item>buttonItem=button->GetItem();
|
|
|
|
|
std::vector<float>statsBeforeEquip;
|
|
|
|
|
EquipSlot slot=EquipSlot(button->I(Attribute::EQUIP_TYPE));
|
|
|
|
|
for(const std::string&attribute:displayAttrs){
|
|
|
|
|
statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::weak_ptr<Item>equippedItem=Inventory::GetEquip(slot);
|
|
|
|
|
std::weak_ptr<Item>otherItem;
|
|
|
|
|
if(slot==EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
|
|
|
|
|
else
|
|
|
|
|
if(slot==EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
|
|
|
|
|
if(OppositeRingSlotDoesNotMatchCurrentEquip(button)){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
|
|
|
|
|
Inventory::EquipItem(buttonItem,slot);
|
|
|
|
|
for(int counter=0;const std::string&attribute:displayAttrs){
|
|
|
|
|
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
|
|
|
|
|
int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter];
|
|
|
|
|
statDisplayLabel->SetStatChangeAmt(statChangeAmt);
|
|
|
|
|
counter++;
|
|
|
|
|
}
|
|
|
|
|
Inventory::UnequipItem(slot);
|
|
|
|
|
if(!ISBLANK(equippedItem)){
|
|
|
|
|
Inventory::EquipItem(equippedItem,slot);
|
|
|
|
|
}
|
|
|
|
|
if(!ISBLANK(otherItem)){
|
|
|
|
|
if(slot==EquipSlot::RING1)Inventory::EquipItem(otherItem,EquipSlot::RING2);
|
|
|
|
|
else
|
|
|
|
|
if(slot==EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
equip->SetMouseOutFunc(
|
|
|
|
|
[](MenuFuncData data){
|
|
|
|
|
for(int counter=0;const std::string&attribute:displayAttrs){
|
|
|
|
|
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
|
|
|
|
|
statDisplayLabel->SetStatChangeAmt(0);
|
|
|
|
|
counter++;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
equip->SetShowQuantity(false);
|
|
|
|
|
equip->SetSelectionType(SelectionType::NONE);
|
|
|
|
|
|
|
|
|
|
equip->I(Attribute::EQUIP_TYPE)=int(slot);
|
|
|
|
|
if(Inventory::GetEquip(slot)==it){
|
|
|
|
|
equip->SetSelected(true);
|
|
|
|
|
}
|
|
|
|
|
equip->SetCompactDescriptions(NON_COMPACT);
|
|
|
|
|
|
|
|
|
|
counter++;
|
|
|
|
|
}
|
|
|
|
|
equipList->I(Attribute::INDEXED_THEME)=data.component->I(Attribute::INDEXED_THEME);
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(true);
|
|
|
|
|
equipList->Enable(true);
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(true);
|
|
|
|
|
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(true);
|
|
|
|
|
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
|
|
|
|
|
equipmentWindowOpened=true;
|
|
|
|
|
return true;
|
|
|
|
|
},[](MenuFuncData data){//On Mouse Hover
|
|
|
|
|
EquipSlot slot=DYNAMIC_CAST<EquipSlotButton*>(data.component)->GetSlot();
|
|
|
|
|
const std::weak_ptr<Item>equip=Inventory::GetEquip(slot);
|
|
|
|
|
if(!ISBLANK(equip)){
|
|
|
|
|
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},[](MenuFuncData data){//On Mouse Out
|
|
|
|
|
if(!equipmentWindowOpened){
|
|
|
|
|
Component<MenuLabel>(data.component->parentMenu,"Item Equip Description")->SetLabel("");
|
|
|
|
|
Component<MenuLabel>(data.component->parentMenu,"Item Equip Name")->Enable(false);
|
|
|
|
|
Component<MenuLabel>(data.component->parentMenu,"Item Equip Description")->Enable(false);
|
|
|
|
|
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
},"Item Equip Name","Item Equip Description")END;
|
|
|
|
|
|
|
|
|
|
equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot);
|
|
|
|
|
equipmentSlot->I(Attribute::INDEXED_THEME)=i;
|
|
|
|
|
equipmentSlot->SetShowQuantity(false);
|
|
|
|
|
equipmentSlot->SetCompactDescriptions(false);
|
|
|
|
|
equipSlot<<=1;
|
|
|
|
|
characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)({{labelX,labelY},{24,16}},slotNames[i],{0.5,1},ComponentAttr::SHADOW)END;
|
|
|
|
|
Menu::AddEquipStatListener(equipmentSlot);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
characterMenuWindow->ADD("Stat Display Outline",MenuComponent)({{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
|
|
|
|
|
|
|
|
|
|
int yOffset=0;
|
|
|
|
|
for(const std::string&attribute:displayAttrs){
|
|
|
|
|
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute));
|
|
|
|
|
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label",StatLabel)({{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
|
|
|
|
|
Menu::AddEquipStatListener(attrLabel);
|
|
|
|
|
yOffset+=20;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
characterMenuWindow->ADD("Back button",MenuComponent)({{windowSize.x/2-64,windowSize.y},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END;
|
|
|
|
|
|
|
|
|
|
auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)({{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
|
|
|
|
|
auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)({{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
|
|
|
|
|
auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)({{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
|
|
|
|
|
auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)({{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
|
|
|
|
|
|
|
|
|
|
itemNameDisplay->Enable(false);
|
|
|
|
|
itemDescriptionDisplay->Enable(false);
|
|
|
|
|
itemEquipNameDisplay->Enable(false);
|
|
|
|
|
itemEquipDescriptionDisplay->Enable(false);
|
|
|
|
|
}
|