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/Adventures in Lestoria/ClassSelectionWindow.cpp

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#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 "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Menu.h"
#include "MenuLabel.h"
#include "MenuAnimatedIconToggleButton.h"
#include "GameState.h"
#include "ClassInfo.h"
#include "SaveFileNameButton.h"
#include "TextEntryLabel.h"
#include "Checkbox.h"
INCLUDE_game
using A=Attribute;
void Menu::InitializeClassSelectionWindow(){
vf2d windowSize=game->GetScreenSize()-vi2d{24,8};
Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,windowSize);
classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class.
vf2d outlineSize=classSelectionWindow->size-vf2d{8,29};
classSelectionWindow->ADD("Class Selection Title Label",MenuLabel)(geom2d::rect<float>{{4,12},{outlineSize.x,32}},"Choose a Character Class",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
auto outline=classSelectionWindow->ADD("Outline Border",MenuLabel)(geom2d::rect<float>{{4,4},outlineSize+vf2d{0,25}},"",1,ComponentAttr::OUTLINE)END;
classSelectionWindow->ADD("Character Name Label",MenuLabel)(geom2d::rect<float>{{windowSize.x/2-144.f,60.f},{96.f,24.f}},"Name:",2.0f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
classSelectionWindow->ADD("Character Name Box",SaveFileNameButton)(geom2d::rect<float>{{windowSize.x/2-48.f,60.f},{192.f,24}},[&](MenuFuncData data){
Component<TextEntryLabel>(SAVE_FILE_NAME,"Save File Name Text Entry")->SetInput(std::string(SaveFile::GetSaveFileName()));
game->TextEntryEnable(true);
Menu::OpenMenu(SAVE_FILE_NAME);
return true;
},vf2d{2.f,2.f})END;
vf2d navigationButtonSize={24*2.5f,16};
classSelectionWindow->ADD("Back",MenuComponent)(geom2d::rect<float>{{6,outlineSize.y+29-navigationButtonSize.y-2},navigationButtonSize},"Back",[](MenuFuncData){Menu::CloseMenu();return true;})END;
classSelectionWindow->ADD("Confirm",MenuComponent)(geom2d::rect<float>{{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+29-navigationButtonSize.y-2},navigationButtonSize},"Confirm",[](MenuFuncData data){
std::string selectedClass=data.component.lock()->S(A::CLASS_SELECTION);
data.game->ChangePlayerClass(classutils::StringToClass(selectedClass));
#ifdef __EMSCRIPTEN__
if(SaveFile::IsOnline()){
SaveFile::SetSaveFileID(SaveFile::GetOnlineSaveFileCount());
SaveFile::UpdateSaveGameData([](){GameState::ChangeState(States::OVERWORLD_MAP);});
}else{
SaveFile::SetSaveFileOfflineID_TransitionToOverworldMap();
}
#else
SaveFile::SetSaveFileID(SaveFile::GetSaveFileCount());
SaveFile::SaveGame();
GameState::ChangeState(States::OVERWORLD_MAP);
#endif
return true;
})END
->disabled=true;
vf2d buttonPadding={2,2};
vf2d buttonSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/9-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3;
vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0}+vf2d{0,24};
std::array<std::string,6>classNames={
Warrior::name,
Ranger::name,
Wizard::name,
Thief::name,
Trapper::name,
Witch::name,
};
std::array<std::string,6>classAnimationNames={
Warrior::walk_s,
Ranger::walk_s,
Wizard::walk_s,
Thief::walk_s,
Trapper::walk_s,
Witch::walk_s,
};
std::vector<std::weak_ptr<IToggleable>>toggleGroup;
for(int i=0;i<6;i++){
std::string className=classNames[i];
std::string classAnimationName=classAnimationNames[i];
vf2d offsetPos={
buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3)+2*outlineSize.y/9,
};
vf2d backgroundOffsetPos={
buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3),
};
vf2d backgroundSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/3-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
classSelectionWindow->ADD(className+" Background",MenuLabel)(geom2d::rect<float>{backgroundOffsetPos,backgroundSize},"",1,ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
classSelectionWindow->ADD(className+" Button",MenuComponent)(geom2d::rect<float>{offsetPos,buttonSize},"Info",CLASS_INFO,
[](MenuFuncData data){
data.menu.S(A::CLASS_SELECTION)=data.component.lock()->S(A::CLASS_SELECTION);
delete Menu::menus[CLASS_INFO];
Menu::InitializeClassInfoWindow();
return true;
})END
->S(A::CLASS_SELECTION)=className;
classSelectionWindow->ADD(className+" Label",MenuLabel)(geom2d::rect<float>{backgroundOffsetPos,buttonSize},className,1,ComponentAttr::SHADOW)END;
auto classSprite=classSelectionWindow->ADD(className+" Icon",MenuAnimatedIconToggleButton)(geom2d::rect<float>{backgroundOffsetPos+vf2d{0,12},backgroundSize+vf2d{0,-buttonSize.y-12}},classAnimationName,[](MenuFuncData data){
data.menu.components["Confirm"]->Enable(true);
data.menu.components["Confirm"]->S(A::CLASS_SELECTION)=data.component.lock()->S(A::CLASS_SELECTION);
return true;
})END;
classSprite->S(A::CLASS_SELECTION)=className;
toggleGroup.push_back(classSprite);
}
#ifdef __EMSCRIPTEN__
classSelectionWindow->ADD("Online Character Checkbox",Checkbox)(geom2d::rect<float>{classSelectionWindow->pos+classSelectionWindow->size-vf2d{84,72},{12,12}},[](ToggleFuncData data){
SaveFile::SetOnlineMode(data.checked);
if(SaveFile::IsOnline()&&SaveFile::GetUserID().length()==0){
//Present the user with the user ID form.
game->TextEntryEnable(true);
Menu::OpenMenu(USER_ID);
}
return true;
},SaveFile::IsOnline())END;
classSelectionWindow->ADD("Online Character Text Label",MenuLabel)(geom2d::rect<float>{classSelectionWindow->pos+classSelectionWindow->size-vf2d{69,70},{54,12}},"Online Character",0.75f,ComponentAttr::SHADOW)END;
#endif
for(std::weak_ptr<IToggleable>item:toggleGroup){
item.lock()->SetToggleGroup(toggleGroup);
}
}