The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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268 lines
12 KiB
268 lines
12 KiB
1 year ago
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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1 year ago
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include "Item.h"
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#include <stack>
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#include "safemap.h"
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#include "Theme.h"
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#include "Attributable.h"
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#include "olcUTIL_Geometry2D.h"
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#include "olcPGEX_ViewPort.h"
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class AiL;
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class MenuComponent;
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class ScrollableWindowComponent;
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//Add a component to a menu using this macro. Follow-up with END at the end of it.
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#define ADD(key,componentType) _AddComponent<componentType>(key,NEW componentType
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#define END )
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#define DEPTH ,
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#define DEFAULT_DEPTH -999999
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#define STARTING_DEPTH 999999
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enum MenuType{
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///////////////////////////////////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
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///////////////////////////////////////////////////////////
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INVENTORY_CONSUMABLES,
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CLASS_INFO,
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CLASS_SELECTION,
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MAIN_MENU,
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OVERWORLD_LEVEL_SELECT,
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ITEM_LOADOUT,
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LEVEL_COMPLETE,
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OVERWORLD_MENU,
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CHARACTER_MENU,
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INVENTORY,
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MERCHANT,
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BUY_ITEM,
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SELL_ITEM,
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BLACKSMITH,
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CRAFT_ITEM,
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CRAFT_CONSUMABLE,
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CONSUMABLE_CRAFT_ITEM,
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SAVE_FILE_NAME,
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LOAD_GAME,
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USER_ID,
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///////////////////////////////////////////////////////////
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/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
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///////////////////////////////////////////////////////////
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};
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class Menu:public IAttributable{
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static void InitializeConsumableInventoryWindow();
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static void InitializeClassInfoWindow();
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static void InitializeClassSelectionWindow();
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static void InitializeMainMenuWindow();
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static void InitializeOverworldMapLevelWindow();
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static void InitializeItemLoadoutWindow();
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static void InitializeLevelCompleteWindow();
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static void InitializeOverworldMenuWindow();
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static void InitializeCharacterMenuWindow();
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static void InitializeInventoryWindow();
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static void InitializeMerchantWindow();
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static void InitializeBuyItemWindow();
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static void InitializeSellItemWindow();
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static void InitializeBlacksmithCraftingWindow();
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static void InitializeCraftItemWindow();
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static void InitializeConsumableCraftingWindow();
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static void InitializeConsumableCraftItemWindow();
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static void InitializeSaveFileWindow();
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static void InitializeLoadGameWindow();
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static void InitializeUserIDWindow();
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friend class AiL;
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friend class ItemInfo;
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friend class EntityStats;
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float buttonHoldTime=0;
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vi2d selection={-1,-1};
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vi2d lastActiveMousePos={};
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int componentCount=0;
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MenuComponent*draggingComponent=nullptr;
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ViewPort window;
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static safemap<ITCategory,std::vector<MenuComponent*>>inventoryListeners; //All menu components that care about inventory updates subscribe to this list indirectly (See Menu::AddInventoryListener()).
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static safemap<ITCategory,std::vector<MenuComponent*>>merchantInventoryListeners; //All menu components that care about merchant inventory updates subscribe to this list indirectly (See Menu::AddMerchantInventoryListener()).
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static std::vector<MenuComponent*>equipStatListeners; //All menu components that care about stat/equip updates subscribe to this list indirectly (See Menu::AddStatListener()).
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static std::vector<MenuComponent*>chapterListeners; //All menu components that care about story chapter updates subscribe to this list indirectly (See Menu::AddChapterListener()).
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public:
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//The constructor is private. Use CreateMenu() instead!
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Menu()=default;
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~Menu();
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//DO NOT USE DIRECTLY! You should be utilizing the ADD macro for adding components.
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template<class T>
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T*_AddComponent(std::string componentKey,T*component,int depth=DEFAULT_DEPTH){
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component->parentMenu=type;
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if(depth==DEFAULT_DEPTH){
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component->depth=STARTING_DEPTH-componentCount;
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}else{
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component->depth=depth;
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}
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if(component->selectable){
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buttons.Unlock();
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if(buttons.count(int(component->rect.pos.y))){
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buttons.at(int(component->rect.pos.y)).push_back(component);
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}else{
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buttons[int(component->rect.pos.y)].push_back(component);
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}
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if(component->selectableViaKeyboard){
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keyboardButtons.Unlock();
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if(keyboardButtons.count(int(component->rect.pos.y))){
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keyboardButtons.at(int(component->rect.pos.y)).push_back(component);
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}else{
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keyboardButtons[int(component->rect.pos.y)].push_back(component);
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}
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}
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//We must lock the values before calling sort. Sort seems to try and create new accesses.
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buttons.SetInitialized();
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keyboardButtons.SetInitialized();
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//We make an assumption that menu components are supposed to be in left-to-right order. Sometimes we may add things out-of-order, so this fixes the problem by sorting the items afterwards.
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std::sort(buttons[int(component->rect.pos.y)].begin(),buttons[int(component->rect.pos.y)].end(),[](auto c1,auto c2){
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return c1->GetPos().x<c2->GetPos().x;
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});
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if(keyboardButtons.count(int(component->rect.pos.y))){ //Keyboard buttons may not necessarily contain this key...Let's be sure.
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std::sort(keyboardButtons[int(component->rect.pos.y)].begin(),keyboardButtons[int(component->rect.pos.y)].end(),[](auto c1,auto c2){
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return c1->GetPos().x<c2->GetPos().x;
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});
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}
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}else{
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displayComponents.push_back(component);
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}
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RecalculateComponentCount();
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if(components.count(componentKey)){
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ERR("WARNING! Key "<<componentKey<<" for this sub-menu already exists! Key names must be unique!")
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}
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component->name=componentKey;
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components.Unlock(); //It's possible we can add a component later on, so we will make sure we remove the lock first.
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components[componentKey]=component;
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components.SetInitialized();
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lastRegisteredComponent=componentKey;
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std::erase_if(Menu::unhandledComponents,[&](auto b1){return b1==component;});
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return component;
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}
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void Update(AiL*game);
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void Draw(AiL*game);
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static void InitializeMenuListenerCategory(const std::string&category);
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static void InitializeMenus();
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static void LockInListeners();
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static void OpenMenu(MenuType menu,bool cover=true);
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static void CloseMenu();
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static void CloseAllMenus();
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static void CleanupAllMenus();
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static std::vector<Menu*>stack;
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static std::string themeSelection;
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static safeunorderedmap<std::string,Theme>themes;
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static std::vector<MenuComponent*>unhandledComponents; //This list contains MenuComponents that are created and haven't been assigned via _AddComponent. If we get to the end of menu initialization and there are any components in this vector, we have leaked memory and will report this.
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static const vf2d CENTERED;
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static bool IsMenuOpen();
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const MenuType GetType()const;
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safemap<std::string,MenuComponent*>components; //A friendly way to interrogate any component we are interested in.
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std::vector<MenuComponent*>displayComponents; //Components that are only for displaying purposes.
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static std::map<MenuType,Menu*>menus;
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vf2d pos; //Specify the upper-left corner of the window. Using CENTERED will always put this where the upper-left corner would center the window.
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vf2d size; //Size in tiles (24x24), every menu will be tile-based
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safemap<int/*Y*/,std::vector<MenuComponent*>>buttons; //Buttons are stored in rows followed by their column order.
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safemap<int/*Y*/,std::vector<MenuComponent*>>keyboardButtons; //Button ordered storage for keyboard/menu
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static Theme&GetCurrentTheme();
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bool UsingMouseNavigation();
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void SetMouseNavigation(bool mouseNavigation);
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static void InventorySlotsUpdated(ITCategory cat); //Called whenever the player's inventory gets modified.
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static void MerchantInventorySlotsUpdated(ITCategory cat); //Called whenever a traveling merchant's inventory item gets updated.
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static void AddInventoryListener(MenuComponent*component,ITCategory category); //Adds a component to be in a given listener category.
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static void AddMerchantInventoryListener(MenuComponent*component,ITCategory category); //Adds a component to be in a given listener category.
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static void AddEquipStatListener(MenuComponent*component); //Adds a component to be in an equip stat listener. Will receive updates whenever stats are updated via equips.
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static void AddChapterListener(MenuComponent*component); //Adds a component to be in a chapter listener. Will receive updates anytime the chapter in-game changes.
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vf2d center();
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//Returns the last menu type created and last registered component, in case a component is detected as memory leaking, provides this information to each component for safety.
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static std::pair<MenuType,std::string>GetMemoryLeakReportInfo();
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virtual void Cleanup();
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static void DrawThemedWindow(vf2d menuPos,vf2d size,Pixel renderColor=WHITE);
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//X (0-2), Y (0-2) for specific 9-patch tile (tiled version).
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static Renderable&GetPatchPart(int x,int y);
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void RecalculateComponentCount();
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private:
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Menu(vf2d pos,vf2d size);
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static MenuType lastMenuTypeCreated;
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static std::string lastRegisteredComponent;
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void HoverMenuSelect(AiL*game);
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void MenuSelect(AiL*game);
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void CheckClickAndPerformMenuSelect(AiL*game);
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//Mandatory before any menu operations! This creates and sets up the menu in memory.
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static Menu*CreateMenu(MenuType type,vf2d pos,vf2d size);
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void KeyboardButtonNavigation(AiL*game,vf2d menuPos);
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static void DrawScaledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawTiledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawScaledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawTiledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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//This triggers if we use a keyboard/controller input to try and select some off-screen menu item. We should ideally follow the menu cursor.
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bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
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Pixel GetRenderColor();
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MenuType type;
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static bool MOUSE_NAVIGATION;
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bool cover; //A black cover for when a menu pops up to fade out the stuff behind it.
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};
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template<typename T>
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T*Component(MenuType menu,std::string componentName){
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T*tmp=DYNAMIC_CAST<T*>(Menu::menus[menu]->components[componentName]);
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return tmp;
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}
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struct MenuFuncData{
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Menu&menu;
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AiL*const game;
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MenuComponent*const component;
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ScrollableWindowComponent*const parentComponent=nullptr;
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MenuFuncData(Menu&menu,AiL*const game,MenuComponent*const component,ScrollableWindowComponent*const parentComponent=nullptr);
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};
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using MenuFunc=std::function<bool(MenuFuncData)>;
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