|
|
|
|
#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 <EFBFBD> 2024 The FreeType
|
|
|
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
|
|
|
All rights reserved.
|
|
|
|
|
*/
|
|
|
|
|
#pragma endregion
|
|
|
|
|
|
|
|
|
|
#include "Menu.h"
|
|
|
|
|
#include "MenuComponent.h"
|
|
|
|
|
#include "GameState.h"
|
|
|
|
|
#include "MenuLabel.h"
|
|
|
|
|
#include "AdventuresInLestoria.h"
|
|
|
|
|
#include "CharacterRotatingDisplay.h"
|
|
|
|
|
#include "ClassInfo.h"
|
|
|
|
|
|
|
|
|
|
INCLUDE_game
|
|
|
|
|
INCLUDE_GFX
|
|
|
|
|
|
|
|
|
|
void Menu::InitializePauseWindow(){
|
|
|
|
|
Menu*pauseWindow=CreateMenu(MenuType::PAUSE,CENTERED,vi2d{96,140});
|
|
|
|
|
|
|
|
|
|
pauseWindow->ADD("Resume Button",MenuComponent)(geom2d::rect<float>{{6.f,0.f},{84.f,24.f}},"Resume",[](MenuFuncData data){
|
|
|
|
|
Menu::CloseMenu();
|
|
|
|
|
Audio::UpdateBGMVolume(); //When we open the pause menu, it forces the bgm volume to be halved. So we notify the engine that this is happening.
|
|
|
|
|
return true;
|
|
|
|
|
},ButtonAttr::FIT_TO_LABEL)END;
|
|
|
|
|
pauseWindow->ADD("Character Button",MenuComponent)(geom2d::rect<float>{{6.f,28.f},{84.f,24.f}},"Character",[](MenuFuncData data){
|
|
|
|
|
Component<CharacterRotatingDisplay>(CHARACTER_MENU,"Character Rotating Display")->SetIcon(GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
|
|
|
|
|
Menu::OpenMenu(CHARACTER_MENU);
|
|
|
|
|
return true;
|
|
|
|
|
},ButtonAttr::FIT_TO_LABEL)END;
|
|
|
|
|
pauseWindow->ADD("Inventory Button",MenuComponent)(geom2d::rect<float>{{6.f,56.f},{84.f,24.f}},"Inventory",[](MenuFuncData data){
|
|
|
|
|
Menu::OpenMenu(INVENTORY);
|
|
|
|
|
return true;
|
|
|
|
|
},ButtonAttr::FIT_TO_LABEL)END;
|
|
|
|
|
pauseWindow->ADD("Settings Button",MenuComponent)(geom2d::rect<float>{{6.f,84.f},{84.f,24.f}},"Settings",[](MenuFuncData data){
|
|
|
|
|
Menu::OpenMenu(SETTINGS);
|
|
|
|
|
return true;
|
|
|
|
|
},ButtonAttr::FIT_TO_LABEL)END;
|
|
|
|
|
pauseWindow->ADD("Return to Camp Button",MenuComponent)(geom2d::rect<float>{{6.f,112.f},{84.f,24.f}},"Return to Camp",[](MenuFuncData data){
|
|
|
|
|
Component<MenuLabel>(LEVEL_COMPLETE,"Stage Complete Label")->SetLabel("Stage Summary");
|
|
|
|
|
Component<MenuComponent>(LEVEL_COMPLETE,"Level Details Outline")->SetLabel("");
|
|
|
|
|
GameState::ChangeState(States::LEVEL_COMPLETE,0.4f);
|
|
|
|
|
return true;
|
|
|
|
|
},ButtonAttr::FIT_TO_LABEL)END;
|
|
|
|
|
|
|
|
|
|
pauseWindow->SetupKeyboardNavigation(
|
|
|
|
|
[](MenuType type,Data&returnData){ //On Open
|
|
|
|
|
returnData="Resume Button";
|
|
|
|
|
},
|
|
|
|
|
{ //Button Key
|
|
|
|
|
{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
|
|
|
|
|
{game->KEY_BACK,{"Resume",[](MenuType type){
|
|
|
|
|
Menu::CloseMenu();
|
|
|
|
|
}}},
|
|
|
|
|
{game->KEY_MENU,{"Resume",[](MenuType type){
|
|
|
|
|
Menu::CloseMenu();
|
|
|
|
|
}}},
|
|
|
|
|
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
|
|
|
|
|
}
|
|
|
|
|
,{ //Button Navigation Rules
|
|
|
|
|
{"Resume Button",{
|
|
|
|
|
.up="Return to Camp Button",
|
|
|
|
|
.down="Character Button",}},
|
|
|
|
|
{"Character Button",{
|
|
|
|
|
.up="Resume Button",
|
|
|
|
|
.down="Inventory Button",}},
|
|
|
|
|
{"Inventory Button",{
|
|
|
|
|
.up="Character Button",
|
|
|
|
|
.down="Settings Button",}},
|
|
|
|
|
{"Settings Button",{
|
|
|
|
|
.up="Inventory Button",
|
|
|
|
|
.down="Return to Camp Button",}},
|
|
|
|
|
{"Return to Camp Button",{
|
|
|
|
|
.up="Settings Button",
|
|
|
|
|
.down="Resume Button",}},
|
|
|
|
|
});
|
|
|
|
|
}
|