# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2018 - 2022 OneLoneCoder . 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 "Crawler.h"
# include "MenuItemItemButton.h"
# include "PlayerMoneyLabel.h"
# include "RowInventoryScrollableWindowComponent.h"
# include "EnhancementStatsLabel.h"
# include "RequiredMaterialsList.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX
void Menu : : InitializeConsumableCraftingWindow ( ) {
Menu * consumableCraftingWindow = CreateMenu ( CRAFT_CONSUMABLE , CENTERED , game - > GetScreenSize ( ) - vi2d { 52 , 52 } ) ;
# pragma region Craftables Inventory Display
auto craftingItemsDisplay = consumableCraftingWindow - > ADD ( " Crafting Inventory Display " , RowInventoryScrollableWindowComponent ) ( { { 2 , 28 } , { 220 , consumableCraftingWindow - > size . y - 44 } } , " Item Name Label " , " Item Description Label " ,
[ ] ( MenuFuncData data ) {
RowItemDisplay * comp = DYNAMIC_CAST < RowItemDisplay * > ( data . component ) ;
const std : : weak_ptr < Item > item = comp - > GetItem ( ) ;
std : : string label = " " ;
if ( item . lock ( ) - > EnhancementIsPossible ( ) & & item . lock ( ) - > GetEnhancementInfo ( ) . size ( ) > item . lock ( ) - > EnhancementLevel ( ) + 1 ) {
label = std : : format ( " Level {} ->#00AA00 {} " , item . lock ( ) - > EnhancementLevel ( ) , item . lock ( ) - > EnhancementLevel ( ) + 1 ) ;
}
Component < MenuLabel > ( CRAFT_ITEM , " Enhancement Level Header " ) - > SetLabel ( label ) ;
Component < MenuLabel > ( CRAFT_ITEM , " Item Name Header " ) - > SetLabel ( std : : format ( " Crafting {} " , item . lock ( ) - > DisplayName ( ) ) ) ;
Component < EnhancementStatsLabel > ( CRAFT_ITEM , " Enhancement Stats Label " ) - > SetItem ( item ) ;
Component < RequiredMaterialsList > ( CRAFT_ITEM , " Required Materials List " ) - > SetItem ( item ) ;
Component < MenuComponent > ( CRAFT_ITEM , " Craft Button " ) - > SetGrayedOut ( ! item . lock ( ) - > CanEnhanceItem ( ) ) ;
Menu : : OpenMenu ( CRAFT_ITEM ) ;
return true ;
} ,
[ ] ( MenuFuncData data ) {
RowItemDisplay * rowItem = DYNAMIC_CAST < RowItemDisplay * > ( data . component ) ;
if ( rowItem - > GetItem ( ) . lock ( ) - > GetEnhancementInfo ( ) . AvailableChapter ( ) < = 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 - > GetItem ( ) ) ;
return true ;
} ,
[ ] ( MenuFuncData data ) {
Component < MenuItemItemButton > ( CRAFT_CONSUMABLE , " Item Icon " ) - > SetItem ( Item : : BLANK ) ;
return true ;
} ,
InventoryCreator : : RowPlayerWeapons_InventoryUpdate ,
{ . padding = 1 , . size = { 207 , 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 ) ( { 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 ) ( { { 224 , 28 } , { inventoryDescriptionWidth , consumableCraftingWindow - > size . y - 44 } } , " " , 1 , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : OUTLINE | ComponentAttr : : BACKGROUND ) END ;
consumableCraftingWindow - > ADD ( " Item Icon " , MenuItemItemButton ) ( { { 226 + inventoryDescriptionWidth / 2 - 24 , 30 } , { 48 , 48 } } , Item : : BLANK , MenuType : : ENUM_END , DO_NOTHING , " " , " " , IconButtonAttr : : NOT_SELECTABLE ) END
- > SetShowQuantity ( false ) ;
consumableCraftingWindow - > ADD ( " Item Name Label " , MenuLabel ) ( { { 226 , 84 } , { inventoryDescriptionWidth - 6 , 12 } } , " " , 0.75f , ComponentAttr : : LEFT_ALIGN | ComponentAttr : : SHADOW ) END ;
consumableCraftingWindow - > ADD ( " Item Description Label " , MenuLabel ) ( { { 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 ) ( { 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 ) ( { moneyIconPos - vf2d { 2 + moneyTextSize . x , - 2 } , moneyTextSize } , 2 , ComponentAttr : : SHADOW | ComponentAttr : : LEFT_ALIGN ) END ;
moneyDisplay - > SetRightAlignment ( true ) ;
Player : : AddMoneyListener ( moneyDisplay ) ;
# pragma endregion
consumableCraftingWindow - > ADD ( " Leave Button " , MenuComponent ) ( { { consumableCraftingWindow - > size . x / 2 - 48 , 28 + consumableCraftingWindow - > size . y - 44 + 6 } , { 96 , 24 } } , " Leave " , MenuType : : ENUM_END ,
[ ] ( MenuFuncData data ) {
Menu : : CloseMenu ( ) ;
return true ;
} , { 2 , 2 } ) END ;
}