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/CharacterMenuWindow.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 "MenuComponent.h"
#include "PopupMenuLabel.h"
#include "StatLabel.h"
#include "CharacterRotatingDisplay.h"
#include "AdventuresInLestoria.h"
#include "ClassInfo.h"
#include "MenuItemItemButton.h"
#include "EquipSlotButton.h"
#include "Item.h"
#include "ScrollableWindowComponent.h"
#include "AccessoryRowItemDisplay.h"
#include "SoundEffect.h"
#include "ProgressBar.h"
#include "MenuItemLabel.h"
#ifndef __EMSCRIPTEN__
#include "steam/isteamuserstats.h"
#endif
INCLUDE_game
INCLUDE_GFX
namespace CharacterMenuWindow{
struct AttributeData{
std::string attrName;
const std::function<int()>calcFunc;
};
const static std::array<AttributeData,7>displayAttrs{
AttributeData{"Health",[]()->int{return game->GetPlayer()->GetMaxHealth();}},
AttributeData{"Attack",[]()->int{return game->GetPlayer()->GetAttack();}},
AttributeData{"Defense",[]()->int{return game->GetPlayer()->GetStat("Defense");}},
AttributeData{"Move Spd %",[]()->int{return ceil(game->GetPlayer()->GetMoveSpdMult()*100);}},
AttributeData{"CDR",[]()->int{return ceil(game->GetPlayer()->GetCooldownReductionPct()*100);}},
AttributeData{"Crit Rate",[]()->int{return ceil(game->GetPlayer()->GetCritRatePct()*100);}},
AttributeData{"Crit Dmg",[]()->int{return ceil(game->GetPlayer()->GetCritDmgPct()*100);}},
};
const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
template<class T>
std::shared_ptr<RowItemDisplay>GenerateItemDisplay(std::shared_ptr<ScrollableWindowComponent>parent,int invIndex,const std::weak_ptr<Item>it){
auto component=parent->ADD("Equip Item "+std::to_string(invIndex),T)(geom2d::rect<float>{{2,2+invIndex*29.f},{120-15,28}},it,
[&](MenuFuncData data){
const auto SelectedEquipIsDifferent=[](std::weak_ptr<RowItemDisplay>comp){
EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
std::weak_ptr<Item>currentItem=Inventory::GetEquip(slot);
switch(slot){
case EquipSlot::RING1:
case EquipSlot::RING2:{
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
return ISBLANK(otherItem)||
(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()&&
&*comp.lock()->GetItem().lock()!=&*currentItem.lock());
}break;
default:{
return &*comp.lock()->GetItem().lock()!=&*currentItem.lock();
}
}
};
std::weak_ptr<T>comp=DYNAMIC_POINTER_CAST<T>(data.component.lock());
if(!comp.expired()){
if(SelectedEquipIsDifferent(comp)){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)));
#pragma region Fully Decked Out Achievement
STEAMUSERSTATS(
datafile&unlock=DATA.GetProperty("Achievement.Equip Unlocks.Fully Decked Out");
if(Inventory::EquipsFullyMaxedOut(unlock["Weapon Max Level"].GetInt(),unlock["Armor Max Level"].GetInt())){
SteamUserStats()->SetAchievement(unlock["API Name"].GetString().c_str());
SteamUserStats()->StoreStats();
}
)
#pragma endregion
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED);
}
for(std::weak_ptr<MenuComponent>button:DYNAMIC_POINTER_CAST<ScrollableWindowComponent>(data.parentComponent.lock())->GetComponents()){
std::weak_ptr<T>comp=DYNAMIC_POINTER_CAST<T>(button.lock());
comp.lock()->SetSelected(false);
}
comp.lock()->SetSelected(true);
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
std::shared_ptr<MenuItemItemButton>equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]);
equipButton->SetItem(comp.lock()->GetItem(),false);
}
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
},"","")END;
return component;
}
};
void Menu::InitializeCharacterMenuWindow(){
static bool equipmentWindowOpened=false;
static int lastEquipButtonOpened=0;
vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect<float>{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END;
characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)(geom2d::rect<float>{{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
->Disable();
characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)(geom2d::rect<float>{{123,28},{120,windowSize.y-37-24}})DEPTH -1 END
->Disable();
characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)(geom2d::rect<float>{{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
->Disable();
auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)(geom2d::rect<float>{{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select",
[](MenuFuncData data){
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Outline")->Disable();
Component<ScrollableWindowComponent>(data.component.lock()->parentMenu,"Equip List")->Disable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Disable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Disable();
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
}
data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1])));
equipmentWindowOpened=false;
return true;
})DEPTH 0 END;
equipSelectionSelectButton->Disable();
const static auto GetLabelText=[](ItemAttribute attribute){
std::string attrStr=std::string(attribute.Name())+"\n ";
attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute));
if(attribute.DisplayAsPercent()){
attrStr+="%";
}
return attrStr;
};
int equipSlot=1;
for(int i=0;i<8;i++){
float x=31+(i%2)*33;
float y=24+(i/2)*28;
float labelX=0+(i%2)*88;
float labelY=24+(i/2)*28+36;
if(i<6){
y-=8;
labelY-=8;
}
EquipSlot slot=EquipSlot(equipSlot);
auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+CharacterMenuWindow::slotNames[i],EquipSlotButton)(geom2d::rect<float>{{x,y+28},{24,24}},slot,
[&](MenuFuncData data){
EquipSlot slot=EquipSlot(data.component.lock()->I(Attribute::EQUIP_TYPE));
data.menu.I(A::EQUIP_TYPE)=int(slot);
const std::vector<std::shared_ptr<Item>>&equips=Inventory::get("Equipment");
const std::vector<std::shared_ptr<Item>>&accessories=Inventory::get("Accessories");
std::vector<std::weak_ptr<Item>>availableEquipment;
std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
return it->GetEquipSlot()&slot;
});
std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
return it->GetEquipSlot()&slot;
});
std::shared_ptr<ScrollableWindowComponent>equipList=Component<ScrollableWindowComponent>(data.component.lock()->parentMenu,"Equip List");
equipList->RemoveAllComponents();
for(int counter=0;const std::weak_ptr<Item>it:availableEquipment){
std::shared_ptr<RowItemDisplay>equip;
const bool isAccessorySlot=slot&(EquipSlot::RING1|EquipSlot::RING2);
if(isAccessorySlot){
equip=CharacterMenuWindow::GenerateItemDisplay<AccessoryRowItemDisplay>(equipList,counter,it);
}else{
equip=CharacterMenuWindow::GenerateItemDisplay<RowItemDisplay>(equipList,counter,it);
}
equip->SetHoverFunc(
[&](MenuFuncData data){
const auto SelectedEquipIsDifferent=[](std::weak_ptr<RowItemDisplay>comp){
EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
std::weak_ptr<Item>currentItem=Inventory::GetEquip(slot);
switch(slot){
case EquipSlot::RING1:
case EquipSlot::RING2:{
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
return ISBLANK(otherItem)||
(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()&&
&*comp.lock()->GetItem().lock()!=&*currentItem.lock());
}break;
default:{
return &*comp.lock()->GetItem().lock()!=&*currentItem.lock();
}
}
};
if(!data.component.lock()->GetSubcomponentParent().expired())return true;
std::weak_ptr<RowItemDisplay>button=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
if(!button.expired()){
const std::weak_ptr<Item>buttonItem=button.lock()->GetItem();
std::vector<float>statsBeforeEquip;
EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE));
for(const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
statsBeforeEquip.push_back(attribute.calcFunc());
}
int healthBeforeEquip=game->GetPlayer()->GetHealth();
int manaBeforeEquip=game->GetPlayer()->GetMana();
std::weak_ptr<Item>equippedItem=Inventory::GetEquip(slot);
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
if(SelectedEquipIsDifferent(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(buttonItem,slot);
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
int statChangeAmt=attribute.calcFunc()-statsBeforeEquip[counter];
statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt);
counter++;
}
Inventory::UnequipItem(slot);
if(!ISBLANK(equippedItem)){
Inventory::EquipItem(equippedItem,slot);
game->GetPlayer()->Heal(healthBeforeEquip-game->GetPlayer()->GetHealth(),true);
game->GetPlayer()->RestoreMana(manaBeforeEquip-game->GetPlayer()->GetMana(),true);
}
if(!ISBLANK(otherItem)){
if(slot&EquipSlot::RING1)Inventory::EquipItem(otherItem,EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1);
}
}
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->SetItem(buttonItem);
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->SetItem(buttonItem);
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->Enable();
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->Enable();
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
});
equip->SetMouseOutFunc(
[](MenuFuncData data){
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
counter++;
}
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->Disable();
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->Disable();
return true;
});
equip->SetShowQuantity(false);
equip->SetSelectionType(SelectionType::NONE);
equip->I(Attribute::EQUIP_TYPE)=int(slot);
if(Inventory::GetEquip(slot)==it){
equip->SetSelected(true);
}
equip->SetCompactDescriptions(NON_COMPACT);
counter++;
}
equipList->I(Attribute::INDEXED_THEME)=data.component.lock()->I(Attribute::INDEXED_THEME);
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Outline")->Enable();
equipList->Enable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Enable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Enable();
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Disable();
equipmentWindowOpened=true;
auto equipmentList=equipList->GetComponents();
auto itemEquipped=std::find_if(equipmentList.begin(),equipmentList.end(),[&](std::weak_ptr<MenuComponent>&component){
return !ISBLANK(Inventory::GetEquip(slot))&&component.lock()->GetSubcomponentParent().expired()&&&*DYNAMIC_POINTER_CAST<RowItemDisplay>(component)->GetItem().lock()==&*Inventory::GetEquip(slot).lock();
});
if(itemEquipped!=equipmentList.end()){
data.menu.SetSelection(*itemEquipped,true,true);
if(Menu::UsingMouseNavigation()){
equipList->HandleOutsideDisabledButtonSelection(*itemEquipped);
}
data.menu.I(A::ITEM_SLOT)=equipList->GetComponentIndex(*itemEquipped);
}else
if(equipmentList.size()>0){
data.menu.SetSelection(equipmentList[0],true,true);
if(Menu::UsingMouseNavigation()){
equipList->HandleOutsideDisabledButtonSelection(equipmentList[0]);
}
data.menu.I(A::ITEM_SLOT)=0;
}else{
data.menu.SetSelection("Equip Selection Select Button"sv);
}
return true;
},[](MenuFuncData data){//On Mouse Hover
EquipSlot slot=DYNAMIC_POINTER_CAST<EquipSlotButton>(data.component.lock())->GetSlot();
const std::weak_ptr<Item>equip=Inventory::GetEquip(slot);
if(!ISBLANK(equip)){
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Disable();
}
return true;
},[](MenuFuncData data){//On Mouse Out
if(!equipmentWindowOpened){
Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Description")->SetLabel("");
Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Name")->Disable();
Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Description")->Disable();
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
}
return true;
},"Item Equip Name","Item Equip Description")END;
equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot);
equipmentSlot->I(Attribute::INDEXED_THEME)=i;
equipmentSlot->SetShowQuantity(false);
equipmentSlot->SetCompactDescriptions(false);
equipSlot<<=1;
characterMenuWindow->ADD("Equip Label "+CharacterMenuWindow::slotNames[i],PopupMenuLabel)(geom2d::rect<float>{{labelX,labelY},{24,16}},CharacterMenuWindow::slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END;
Menu::AddEquipStatListener(equipmentSlot);
}
characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect<float>{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
int yOffset=0;
for(const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute.attrName));
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label",StatLabel)(geom2d::rect<float>{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute.attrName),attribute.calcFunc,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
yOffset+=20;
}
characterMenuWindow->ADD("Back button",MenuComponent)(geom2d::rect<float>{{windowSize.x/2-64,windowSize.y-4.f},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END;
auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuItemLabel)(geom2d::rect<float>{{0,28},{120,12}},std::weak_ptr<Item>{},ITEM_NAME,1.f,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuItemLabel)(geom2d::rect<float>{{0,40},{120,windowSize.y-49}},std::weak_ptr<Item>{},ITEM_DESCRIPTION,1.f,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)(geom2d::rect<float>{{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)(geom2d::rect<float>{{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
itemNameDisplay->Disable();
itemDescriptionDisplay->Disable();
itemEquipNameDisplay->Disable();
itemEquipDescriptionDisplay->Disable();
characterMenuWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[0]);
},
{ //Button Key
{{game->KEY_SHOULDER2,Pressed},{"Scroll",[](MenuType type){}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll",[](MenuType type){}}},
{{game->KEY_SCROLL,Analog},{"Scroll",[](MenuType type){}}},
{{game->KEY_MOUSE_RIGHT,Pressed},{[](MenuFuncData data){
if(!data.menu.GetSelection().expired()&&
data.menu.GetSelection().lock()->GetName().starts_with("Equip Slot ")){
EquipSlot slot=EquipSlot(data.menu.GetSelection().lock()->I(Attribute::EQUIP_TYPE));
if(!ISBLANK(Inventory::GetEquip(slot))){
return "Unequip";
}
}
return "";
},[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
Menu::menus[type]->GetSelection().lock()->GetName().starts_with("Equip Slot ")){
EquipSlot slot=EquipSlot(Menu::menus[type]->GetSelection().lock()->I(Attribute::EQUIP_TYPE));
if(!ISBLANK(Inventory::GetEquip(slot))){
Inventory::UnequipItem(slot);
if(slot&EquipSlot::RING1||slot&EquipSlot::RING2){
SoundEffect::PlaySFX("Unequip Accessory",SoundEffect::CENTERED);
}else{
SoundEffect::PlaySFX("Unequip Armor",SoundEffect::CENTERED);
}
}
}
}}},
{{game->KEY_FACELEFT,Pressed},{[](MenuFuncData data){
if(!data.menu.GetSelection().expired()&&
data.menu.GetSelection().lock()->GetName().starts_with("Equip Slot ")){
EquipSlot slot=EquipSlot(data.menu.GetSelection().lock()->I(Attribute::EQUIP_TYPE));
if(!ISBLANK(Inventory::GetEquip(slot))){
return "Unequip";
}
}
return "";
},[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
Menu::menus[type]->GetSelection().lock()->GetName().starts_with("Equip Slot ")){
EquipSlot slot=EquipSlot(Menu::menus[type]->GetSelection().lock()->I(Attribute::EQUIP_TYPE));
if(!ISBLANK(Inventory::GetEquip(slot))){
Inventory::UnequipItem(slot);
if(slot&EquipSlot::RING1||slot&EquipSlot::RING2){
SoundEffect::PlaySFX("Unequip Accessory",SoundEffect::CENTERED);
}else{
SoundEffect::PlaySFX("Unequip Armor",SoundEffect::CENTERED);
}
}
}
}}},
{game->KEY_BACK,{"Back",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
(!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List")||
Menu::menus[type]->GetSelection().lock()->GetName()=="Equip Selection Select Button"){
Component<MenuComponent>(type,"Equip Selection Select Button")->Click();
}else{
Component<MenuComponent>(type,"Back button")->Click();
}
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
{{game->KEY_SCROLLVERT,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
float scrollAmt=0.f;
if(game->KEY_SCROLLVERT.AnalogDAS()>0.f)scrollAmt=1.f;
else if(game->KEY_SCROLLVERT.AnalogDAS()<0.f)scrollAmt=-1.f;
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(scrollAmt);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{game->KEY_SELECT,{[](MenuFuncData data){
if(!data.menu.GetSelection().expired()&&
!data.menu.GetSelection().lock()->parentComponent.expired()&&
data.menu.GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"
&&data.component.lock()->GetSubcomponentParent().expired()
&&EquipSlot(data.menu.I(A::EQUIP_TYPE))&(EquipSlot::RING1|EquipSlot::RING2)){
if(DYNAMIC_POINTER_CAST<AccessoryRowItemDisplay>(data.menu.GetSelection().lock())->GetItem().lock()->IsLocked()){
return "Unlock";
}else{
return "Lock";
}
}
return "";
},[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"
&&Menu::menus[type]->GetSelection().lock()->GetSubcomponentParent().expired()){
DYNAMIC_POINTER_CAST<AccessoryRowItemDisplay>(Menu::menus[type]->GetSelection().lock())->GetLockButton().lock()->Click();
}
}}},
}
,{ //Button Navigation Rules
{"Equip List",{
.up=[](MenuType type,Data&returnData){
if(!Menu::menus[type]->GetSelection().expired()){
auto selection=Menu::menus[type]->GetSelection().lock();
size_t index=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponentIndex(selection);
index--;
if(index>=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents().size()){
returnData="Equip Selection Select Button";
}else{
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[index];
}
}
},
.down=[](MenuType type,Data&returnData){
if(!Menu::menus[type]->GetSelection().expired()){
auto selection=Menu::menus[type]->GetSelection().lock();
size_t index=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponentIndex(selection);
index++;
if(index>=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents().size()){
returnData="Equip Selection Select Button";
}else{
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[index];
}
}
},
.left=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
},
.right=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
}
}},
{"Equip Selection Select Button",{
.up=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData="Equip Selection Select Button";
if(equipList.size()>0){
returnData=equipList.back();
}
},
.down=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData="Equip Selection Select Button";
if(equipList.size()>0){
returnData=equipList.front();
}
},
.left=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
},
.right=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
}
}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),{
.up="Back button",
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.left=[&](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[1]);
}
},
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),{
.up="Back button",
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[0]);
}
},}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[3]);
}
},
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[2]);
}
},}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[6]),
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[5]);
}
},
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[4]);
}
},}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[6]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.down="Back button",
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[7]);
}
},
.right=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[7]),
}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
.down="Back button",
.left=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]);
}
},}},
{"Back button",{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.right=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]),
}},
});
}