# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2018 - 2023 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 © 2023 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "Crawler.h"
# include "DEFINES.h"
# include "Menu.h"
# include "MenuLabel.h"
# include "MenuItemItemButton.h"
# include "State_OverworldMap.h"
INCLUDE_game
using A = Attribute ;
void Menu : : InitializeItemLoadoutWindow ( ) {
Menu * itemLoadoutWindow = CreateMenu ( ITEM_LOADOUT , CENTERED , game - > GetScreenSize ( ) - vi2d { 4 , 4 } ) ;
float itemLoadoutWindowWidth = ( game - > GetScreenSize ( ) . x - 5.f ) ;
MenuLabel * loadoutLabel = NEW MenuLabel ( ITEM_LOADOUT , { { 0 , 24 } , { itemLoadoutWindowWidth , 24 } } , " Loadout " , 2 , ComponentAttr : : SHADOW | ComponentAttr : : BACKGROUND | ComponentAttr : : OUTLINE ) ;
itemLoadoutWindow - > AddComponent ( " Loadout Label " , loadoutLabel ) ;
float buttonBorderPadding = 64 ;
MenuItemItemButton * loadoutItem1 = NEW MenuItemItemButton ( ITEM_LOADOUT , { { 64 , 96 } , { 48 , 48 } } , game - > GetLoadoutItem ( 0 ) , INVENTORY , [ ] ( MenuFuncData data ) { Menu : : menus . at ( INVENTORY ) - > I ( A : : LOADOUT_SLOT ) = 0 ; return true ; } , ITEM_LOADOUT , " Item Name Label " , " Item Description " ) ;
MenuItemItemButton * loadoutItem2 = NEW MenuItemItemButton ( ITEM_LOADOUT , { { itemLoadoutWindowWidth / 2 - 24 , 96 } , { 48 , 48 } } , game - > GetLoadoutItem ( 1 ) , INVENTORY , [ ] ( MenuFuncData data ) { Menu : : menus . at ( INVENTORY ) - > I ( A : : LOADOUT_SLOT ) = 1 ; return true ; } , ITEM_LOADOUT , " Item Name Label " , " Item Description " ) ;
MenuItemItemButton * loadoutItem3 = NEW MenuItemItemButton ( ITEM_LOADOUT , { { itemLoadoutWindowWidth - 48 - 64 , 96 } , { 48 , 48 } } , game - > GetLoadoutItem ( 2 ) , INVENTORY , [ ] ( MenuFuncData data ) { Menu : : menus . at ( INVENTORY ) - > I ( A : : LOADOUT_SLOT ) = 2 ; return true ; } , ITEM_LOADOUT , " Item Name Label " , " Item Description " ) ;
//TODO: Make these two do something.
MenuLabel * itemNameLabel = NEW MenuLabel ( ITEM_LOADOUT , { { 0 , 158 } , { itemLoadoutWindowWidth , 12 } } , " " , 1 , ComponentAttr : : SHADOW ) ;
MenuLabel * itemDescription = NEW MenuLabel ( ITEM_LOADOUT , { { 0 , 170 } , { itemLoadoutWindowWidth , 24 } } , " " , 1 , ComponentAttr : : SHADOW ) ;
itemLoadoutWindow - > AddComponent ( " Loadout Item 1 " , loadoutItem1 ) ;
itemLoadoutWindow - > AddComponent ( " Loadout Item 2 " , loadoutItem2 ) ;
itemLoadoutWindow - > AddComponent ( " Loadout Item 3 " , loadoutItem3 ) ;
itemLoadoutWindow - > AddComponent ( " Item Name Label " , itemNameLabel ) ;
itemLoadoutWindow - > AddComponent ( " Item Description " , itemDescription ) ;
MenuComponent * startLevelButton = NEW MenuComponent ( ITEM_LOADOUT , { { itemLoadoutWindowWidth / 2 - 32 , 214 } , { 64 , 16 } } , " Start " , [ ] ( MenuFuncData data ) { State_OverworldMap : : StartLevel ( ) ; return true ; } ) ;
itemLoadoutWindow - > AddComponent ( " Start Level Button " , startLevelButton ) ;
}