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/ConsumableCraftingWindow.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 "Menu.h"
#include "AdventuresInLestoria.h"
#include "MenuItemItemButton.h"
#include "PlayerMoneyLabel.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "EnhancementStatsLabel.h"
#include "RequiredMaterialsList.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX
void Menu::InitializeConsumableCraftingWindow(){
Menu*consumableCraftingWindow=CreateMenu(CRAFT_CONSUMABLE,CENTERED,game->GetScreenSize()-vi2d{52,52});
float windowWidth=consumableCraftingWindow->size.x;
consumableCraftingWindow->ADD("Craft Consumables Header",MenuLabel)(geom2d::rect<float>{{0,0},{windowWidth,24}},"Consumable Crafting",2.f,ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::OUTLINE)END;
#pragma region Craftables Inventory Display
auto craftingItemsDisplay=consumableCraftingWindow->ADD("Crafting Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0,28},{222,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
const std::weak_ptr<Item>item=comp.lock()->GetItem();
Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Item Name Header")->GetString(A::ITEM_NAME)=item.lock()->ActualName();
Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Amount to Craft Amount Label")->SetLabel("1");
Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
Component<RequiredMaterialsList>(CONSUMABLE_CRAFT_ITEM,"Required Materials List")->SetItem(item);
Component<MenuComponent>(CONSUMABLE_CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
if(item.lock()->GetEnhancementInfo()[0].chapterAvailable<=game->GetCurrentChapter()){
Component<MenuComponent>(CONSUMABLE_CRAFT_ITEM,"Decrease Craft amount Button")->SetGrayedOut(true);
Menu::OpenMenu(CONSUMABLE_CRAFT_ITEM);
}else{
SoundEffect::PlaySFX("Locked Item",SoundEffect::CENTERED);
}
return true;
},
[](MenuFuncData data){
std::weak_ptr<RowItemDisplay>rowItem=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
if(rowItem.lock()->GetItem().lock()->GetEnhancementInfo()[0].chapterAvailable<=game->GetCurrentChapter()){
Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetHideDetails(false);
}else{
Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetHideDetails(true);
}
Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(rowItem.lock()->GetItem());
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(Item::BLANK);
return true;
},
InventoryCreator::RowPlayerWeapons_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={209,28}}
)END;
craftingItemsDisplay->SetCompactDescriptions(CRAFTING_INFO);
vf2d buttonSize=craftingItemsDisplay->options.size;
vf2d totalSpacing={craftingItemsDisplay->options.padding+buttonSize.x,craftingItemsDisplay->options.padding+buttonSize.y};
for(auto item:ItemInfo::craftableConsumables){
size_t invSize=craftingItemsDisplay->components.size()+1;
int invWidth=int(craftingItemsDisplay->rect.size.x/(float(craftingItemsDisplay->options.size.x)+craftingItemsDisplay->options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
auto newItem=craftingItemsDisplay->ADD("item_Craftables_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},item,craftingItemsDisplay->inventoryButtonClickAction,craftingItemsDisplay->itemNameLabelName,craftingItemsDisplay->itemDescriptionLabelName,craftingItemsDisplay->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
newItem->SetShowQuantity(false);
newItem->SetCompactDescriptions(craftingItemsDisplay->compact);
newItem->SetPriceLabelType(craftingItemsDisplay->priceLabel);
newItem->SetHoverFunc(craftingItemsDisplay->inventoryButtonHoverAction);
newItem->SetMouseOutFunc(craftingItemsDisplay->inventoryButtonMouseOutAction);
newItem->SetCheckCraftingRequirements(true);
newItem->SetHideLabelWhileLocked(true);
}
#pragma endregion
#pragma region Inventory Description
float inventoryDescriptionWidth=consumableCraftingWindow->pos.x+consumableCraftingWindow->size.x-26-224;
consumableCraftingWindow->ADD("Item Description Outline",MenuLabel)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,consumableCraftingWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
auto itemIconButton=consumableCraftingWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
itemIconButton->SetShowQuantity(false);
itemIconButton->SetIconScale({2.f,2.f});
consumableCraftingWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
consumableCraftingWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{226,94},{inventoryDescriptionWidth-6,consumableCraftingWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
#pragma endregion
#pragma region Money Display
vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+consumableCraftingWindow->size.y-44+6};
auto moneyIcon=consumableCraftingWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
auto moneyDisplay=consumableCraftingWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
moneyDisplay->SetRightAlignment(true);
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
consumableCraftingWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{consumableCraftingWindow->size.x/2-48,28+consumableCraftingWindow->size.y-44+6},{96,24}},"Back",
[](MenuFuncData data){
Menu::CloseMenu();
return true;
},vf2d{2.f,2.f})END;
consumableCraftingWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
auto&craftingList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(craftingList.size()>0){
returnData=craftingList[0];
}else{
returnData="Back Button";
}
},
{ //Button Key
{{game->KEY_SHOULDER2,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Back",[](MenuType type){
Menu::CloseMenu();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Back Button",{
.up=[](MenuType type,Data&returnData){
auto&itemList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(itemList.size()>0){
returnData=itemList[itemList.size()-1];
}else{
returnData="Back Button";
}
},
.down=[](MenuType type,Data&returnData){
auto&itemList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(itemList.size()>0){
returnData=itemList[0];
}else{
returnData="Back Button";
}
},}},
{"Crafting Inventory Display",{
.up=[](MenuType type,Data&returnData){
auto itemDisplay=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display");
size_t selectedIndex=itemDisplay->GetComponentIndex(Menu::menus[type]->GetSelection());
if(selectedIndex!=itemDisplay->GetComponents().size()){
selectedIndex--;
if(selectedIndex>=itemDisplay->GetComponents().size()){
returnData="Back Button";
}else{
returnData=itemDisplay->GetComponents()[selectedIndex];
}
}else ERR("WARNING! Could not get selected item within crafting inventory display! THIS SHOULD NOT BE HAPPENING!")
},
.down=[](MenuType type,Data&returnData){
auto itemDisplay=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display");
size_t selectedIndex=itemDisplay->GetComponentIndex(Menu::menus[type]->GetSelection());
if(selectedIndex!=itemDisplay->GetComponents().size()){
selectedIndex++;
if(selectedIndex>=itemDisplay->GetComponents().size()){
returnData="Back Button";
}else{
returnData=itemDisplay->GetComponents()[selectedIndex];
}
}else ERR("WARNING! Could not get selected item within crafting inventory display! THIS SHOULD NOT BE HAPPENING!")
},}},
});
}