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/InputKeyboardWindow.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 "DEFINES.h"
#include "MenuLabel.h"
#include "Key.h"
#include "InputDisplayComponent.h"
#include "olcPGEX_Gamepad.h"
using A=Attribute;
INCLUDE_WINDOW_SIZE
INCLUDE_DATA
void Menu::InitializeKeyboardInputWindow(){
vf2d menuSize={WINDOW_SIZE.x-52.f,176.f};
Menu*inputKeyboardWindow=CreateMenu(INPUT_KEY_DISPLAY,CENTERED,menuSize);
float inputWindowWidth=menuSize.x-8;
inputKeyboardWindow->ADD("Keyboard Mapping Label",MenuLabel)(geom2d::rect<float>{{4,0},{menuSize.x-8.f,24.f}},"Keyboard Mappings",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
inputKeyboardWindow->ADD("Menu Inputs Background",MenuLabel)(geom2d::rect<float>{{4,32},{menuSize.x-8,56.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
const int menuColCount=2;
for(int row=0;row<menuRowCount;row++){
for(int col=0;col<menuColCount;col++){
if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
//Exclude the very last item because we only have 9 inputs to list.
int inputID=row*2+col;
std::string inputDisplayName="Inputs.Menu Input Names"_s[inputID];
inputKeyboardWindow->ADD(std::format("Input_{}_{} Background",row,col),MenuLabel)(geom2d::rect<float>{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END;
auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Input Displayer",row,col),InputDisplayComponent)(geom2d::rect<float>{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){
Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST<InputDisplayComponent>(data.component)->GetType()==InputType::KEY;
std::string keybindName=data.component.lock()->S(A::KEYBIND);
Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName;
std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName;
std::string keyTypeName="key";
if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead.
cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast<int>(GPButtons::SELECT)}].displayName;
keyTypeName="button";
}
Component<MenuLabel>(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'\n\nPress {} to cancel.",keyTypeName,keybindName,cancelButtonDisplayName));
Menu::OpenMenu(NEW_INPUT);
return true;
})END;
inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information.
}
}
inputKeyboardWindow->ADD("Controller Inputs Background",MenuLabel)(geom2d::rect<float>{{4,100},{menuSize.x-8,68.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
const int ingameControlsColCount=2;
for(int row=0;row<ingameControlsRowCount;row++){
for(int col=0;col<ingameControlsColCount;col++){
if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
int inputID=row*2+col;
std::string inputDisplayName="Inputs.Gameplay Input Names"_s[inputID];
inputKeyboardWindow->ADD(std::format("GameplayInput_{}_{} Background",row,col),MenuLabel)(geom2d::rect<float>{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END;
auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Gameplay Input Displayer",row,col),InputDisplayComponent)(geom2d::rect<float>{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){
Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST<InputDisplayComponent>(data.component)->GetType()==InputType::KEY;
std::string keybindName=data.component.lock()->S(A::KEYBIND);
Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName;
std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName;
std::string keyTypeName="key";
if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead.
cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast<int>(GPButtons::SELECT)}].displayName;
keyTypeName="button";
}
Component<MenuLabel>(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'\n\nPress {} to cancel.",keyTypeName,keybindName,cancelButtonDisplayName));
Menu::OpenMenu(NEW_INPUT);
return true;
})END;
inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information.
}
}
inputKeyboardWindow->ADD("Confirm Button",MenuComponent)(geom2d::rect<float>{{menuSize.x/2-48.f,170.f},{96.f,20.f}},"Back",[](MenuFuncData data){
Menu::CloseMenu();
return true;
})END;
}