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/Menu.h

78 lines
2.6 KiB

#pragma once
#include "olcPixelGameEngine.h"
#include <stack>
#include "safemap.h"
#include "Theme.h"
#include "Attributable.h"
#include "olcUTIL_Geometry2D.h"
#include <functional>
class Crawler;
class MenuComponent;
enum MenuType{
TEST,
TEST_2,
INVENTORY,
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
///////////////////////////////////////////////////////////
};
class Menu:IAttributable{
friend class Crawler;
friend class Player;
static bool MOUSE_NAVIGATION;
static std::map<MenuType,Menu*>menus;
float buttonHoldTime=0;
std::map<int/*Y*/,std::vector<MenuComponent*>>buttons; //Buttons are stored in rows followed by their column order.
std::map<int/*Y*/,std::vector<MenuComponent*>>newButtonArrangement; //The new setup that the buttons will be at if a drag operation completes.
std::vector<MenuComponent*>displayComponents; //Components that are only for displaying purposes.
vi2d selection={-1,-1};
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.
vf2d size; //Size in tiles (24x24), every menu will be tile-based
MenuComponent*draggingComponent=nullptr;
Renderable r;
public:
Menu();
Menu(vf2d pos,vf2d size);
void AddComponent(std::string key,MenuComponent*button);
void Update(Crawler*game);
void Draw(Crawler*game);
static void InitializeMenus();
static void OpenMenu(MenuType menu);
static std::vector<Menu*>stack;
static std::string themeSelection;
static safeunorderedmap<std::string,Theme>themes;
static const vf2d CENTERED;
safemap<std::string,MenuComponent*>components; //A friendly way to interrogate any component we are interested in.
private:
void HoverMenuSelect(Crawler*game);
void MenuSelect(Crawler*game);
void CheckClickAndPerformMenuSelect(Crawler*game);
static Menu*InitializeTestMenu();
static Menu*InitializeTestSubMenu();
static Menu*InitializeInventoryWindow();
//X (0-3), Y (0-2) for specific 9-patch tile (tiled version).
static Renderable&GetPatchPart(int x,int y);
static Theme&GetCurrentTheme();
void KeyboardButtonNavigation(Crawler*game,vf2d menuPos);
void DrawScaledWindow(Crawler*game,vf2d menuPos);
void DrawTiledWindow(Crawler*game,vf2d menuPos);
Pixel GetRenderColor();
};
struct MenuFuncData{
Menu&menu;
Crawler*game;
MenuComponent*component;
};
typedef std::function<void(MenuFuncData)> MenuFunc;