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/Crawler/MenuComponent.h

59 lines
3.0 KiB

#pragma once
#include "Menu.h"
class MenuComponent:IAttributable{
friend class Menu;
friend class MenuItemButton;
friend class ScrollableWindowComponent;
friend class InventoryScrollableWindowComponent;
MenuType menuDest;
private:
virtual bool GetHoverState(Crawler*game);
//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
virtual bool PointWithinParent(MenuComponent*child,vi2d drawPos);
std::pair<MenuType,std::string>memoryLeakInfo; //Used to identify memory leak hints for this component.
protected:
float hoverEffect=0;
std::string name="";
geom2d::rect<float>rect;
std::string label;
bool border=true;
bool draggable=false;
bool background=true;
bool showDefaultLabel=true;
MenuFunc onClick;
MenuType parentMenu=MenuType::ENUM_END;
MenuComponent*parentComponent=nullptr;
bool hovered=false;
bool selectable=true;
bool selectableViaKeyboard=true;
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.
virtual void Update(Crawler*game);
virtual void Draw(Crawler*game,vf2d parentPos);
virtual void DrawDecal(Crawler*game,vf2d parentPos,bool focused);
virtual bool GetHoverState(Crawler*game,MenuComponent*child);
virtual void AfterCreate(); //Called after the creation of all menus finish.
public:
MenuComponent(MenuType parent,geom2d::rect<float>rect,std::string label,MenuFunc onClick,bool selectable=true,bool selectableViaKeyboard=true);
MenuComponent(MenuType parent,geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,bool selectable=true,bool selectableViaKeyboard=true);
virtual ~MenuComponent();
void _Update(Crawler*game);
void _Draw(Crawler*game);
void _Draw(Crawler*game,vf2d parentPos);
void _DrawDecal(Crawler*game,bool focused);
void _DrawDecal(Crawler*game,vf2d parentPos,bool focused);
vf2d GetPos();
//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 an inventory slot gets updated, whether it's adding or removing an item.
virtual void OnInventorySlotsUpdate(ITCategory cat);
std::string GetLabel();
void Enable(bool enabled);
};