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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136 lines
5.6 KiB
136 lines
5.6 KiB
1 year ago
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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11 months ago
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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1 year ago
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "MenuAnimatedIconToggleButton.h"
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#include "GameState.h"
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#include "ClassInfo.h"
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INCLUDE_game
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using A=Attribute;
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void Menu::InitializeClassSelectionWindow(){
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Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,game->GetScreenSize()-vi2d{24,24});
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classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class.
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vf2d outlineSize=classSelectionWindow->size-vf2d{13,13};
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classSelectionWindow->ADD("Class Selection Title Label",MenuLabel)({{4,20},{outlineSize.x,32}},"Choose a Character Class",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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auto outline=classSelectionWindow->ADD("Outline Border",MenuLabel)({{4,4},outlineSize},"",1,ComponentAttr::OUTLINE)END;
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vf2d navigationButtonSize={24*2.5f,16};
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classSelectionWindow->ADD("Back Button",MenuComponent)({{4+2,outlineSize.y+4-navigationButtonSize.y-2},navigationButtonSize},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
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classSelectionWindow->ADD("Confirm",MenuComponent)({{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+4-navigationButtonSize.y-2},navigationButtonSize},"Confirm",[](MenuFuncData data){
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std::string selectedClass=data.component->S(A::CLASS_SELECTION);
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data.game->ChangePlayerClass(classutils::StringToClass(selectedClass));
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GameState::ChangeState(States::OVERWORLD_MAP);
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return true;
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})END
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->disabled=true;
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vf2d buttonPadding={2,2};
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vf2d buttonSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/9-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
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float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3;
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vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0};
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std::array<std::string,6>classNames={
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Warrior::name,
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Ranger::name,
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Wizard::name,
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Thief::name,
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Trapper::name,
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Witch::name,
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};
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std::array<std::string,6>classAnimationNames={
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Warrior::walk_s,
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Ranger::walk_s,
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Wizard::walk_s,
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Thief::walk_s,
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Trapper::walk_s,
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Witch::walk_s,
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};
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std::vector<IToggleable*>toggleGroup;
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for(int i=0;i<6;i++){
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std::string className=classNames[i];
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std::string classAnimationName=classAnimationNames[i];
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vf2d offsetPos={
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buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
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buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3)+2*outlineSize.y/9,
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};
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vf2d backgroundOffsetPos={
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buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
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buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3),
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};
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vf2d backgroundSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/3-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
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classSelectionWindow->ADD(className+" Background",MenuLabel)({backgroundOffsetPos,backgroundSize},"",1,ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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classSelectionWindow->ADD(className+" Button",MenuComponent)({offsetPos,buttonSize},"Info",CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=data.component->S(A::CLASS_SELECTION);
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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return true;
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})END
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->S(A::CLASS_SELECTION)=className;
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classSelectionWindow->ADD(className+" Label",MenuLabel)({backgroundOffsetPos,buttonSize},className,1,ComponentAttr::SHADOW)END;
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auto classSprite=classSelectionWindow->ADD(className+" Icon",MenuAnimatedIconToggleButton)({backgroundOffsetPos+vf2d{0,12},backgroundSize+vf2d{0,-buttonSize.y-12}},classAnimationName,[](MenuFuncData data){
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data.menu.components["Confirm"]->Enable(true);
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data.menu.components["Confirm"]->S(A::CLASS_SELECTION)=data.component->S(A::CLASS_SELECTION);
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return true;
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})END;
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classSprite->S(A::CLASS_SELECTION)=className;
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toggleGroup.push_back(classSprite);
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}
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for(IToggleable*item:toggleGroup){
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item->SetToggleGroup(toggleGroup);
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}
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}
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