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/Menu.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 © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "MenuComponent.h"
#include "DEFINES.h"
#include "safemap.h"
#include "Item.h"
#include "MenuItemButton.h"
#include "ScrollableWindowComponent.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "MenuItemItemButton.h"
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
bool Menu::MOUSE_NAVIGATION=true;
std::vector<Menu*>Menu::stack;
std::map<MenuType,Menu*>Menu::menus;
std::string Menu::themeSelection="BlueDefault";
safeunorderedmap<std::string,Theme>Menu::themes;
safemap<ITCategory,std::vector<MenuComponent*>>Menu::inventoryListeners;
safemap<ITCategory,std::vector<MenuComponent*>>Menu::merchantInventoryListeners;
std::vector<MenuComponent*>Menu::equipStatListeners;
std::vector<MenuComponent*>Menu::chapterListeners;
const vf2d Menu::CENTERED = {-456,-456};
std::vector<MenuComponent*>Menu::unhandledComponents;
//////////////////////////////////////////////////////////////////////////////////////////////////
///__/////////////////////////////////////////////////////////////////////////////////////////////
//| |////////////////////////////////////////////////////////////////////////////////////////////
//| |/////WARNING! If you are adding something here you likely are adding another container with MenuComponent pointers in it right now.
//| |/////Because we are handling raw pointers, you must also add this container to the list of iterating search removal containers that occur in the
//| |/////DESTRUCTOR of MenuComponents!!!!! (Go to MenuComponent::~MenuComponent()) THIS IS NOT A DRILL!
//|__|////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
///__/////////////////////////////////////////////////////////////////////////////////////////////
//|__/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
MenuType Menu::lastMenuTypeCreated;
std::string Menu::lastRegisteredComponent;
INCLUDE_game
INCLUDE_GFX
INCLUDE_WINDOW_SIZE
using A=Attribute;
Menu::Menu(vf2d pos,vf2d size)
:pos(pos==CENTERED?WINDOW_SIZE/2-size/2:vi2d{pos}),size(size){
this->window=ViewPort::rectViewPort({-24,-24},this->size+vi2d{48,48},this->pos);
}
Menu::~Menu(){
for(auto&[key,value]:components){
delete value;
}
}
void Menu::InitializeMenus(){
#define MAX_MENUS 32
stack.reserve(MAX_MENUS);
InitializeConsumableInventoryWindow();
InitializeClassSelectionWindow();
InitializeClassInfoWindow();
InitializeMainMenuWindow();
InitializeOverworldMapLevelWindow();
InitializeItemLoadoutWindow();
InitializeLevelCompleteWindow();
InitializeOverworldMenuWindow();
InitializeCharacterMenuWindow();
InitializeInventoryWindow();
InitializeMerchantWindow();
InitializeBuyItemWindow();
InitializeSellItemWindow();
InitializeBlacksmithCraftingWindow();
InitializeCraftItemWindow();
InitializeConsumableCraftingWindow();
InitializeConsumableCraftItemWindow();
InitializeSaveFileWindow();
InitializeLoadGameWindow();
InitializeUserIDWindow();
for(MenuType type=MenuType(int(MenuType::ENUM_START)+1);type<MenuType::ENUM_END;type=MenuType(int(type+1))){
if(menus.count(type)==0){
ERR("WARNING! Menu Type "<<type<<" does not exist!")
}
//Lock up everything once it's done.
menus[type]->buttons.SetInitialized();
menus[type]->keyboardButtons.SetInitialized();
for(auto&[key,value]:menus[type]->components){
MenuComponent*component=value;
component->AfterCreate();
}
if(menus.size()>MAX_MENUS)ERR("WARNING! Exceeded maximum expected menu count of "<<MAX_MENUS<<"!");
}
if(Menu::unhandledComponents.size()>0){
std::cout<<"WARNING! There are "<<Menu::unhandledComponents.size()<<" components that were not added to any Menu! These have been leaked and should not be happening!"<<std::endl;
std::cout<<"See below for a report of unhandled components:"<<std::endl;
int count=0;
for(MenuComponent*component:Menu::unhandledComponents){
std::cout<<"\tComponent "<<(count+1)<<": "<<std::endl;
std::cout<<"\t-Parent Menu:"<<component->parentMenu<<" Label: "<<component->label<<std::endl;
std::cout<<"\t\tCreated Inside of Menu: "<<component->memoryLeakInfo.first<<" // Last Component: "<<component->memoryLeakInfo.second<<std::endl;
count++;
}
ERR("")
}
}
Menu*Menu::CreateMenu(MenuType type,vf2d pos,vf2d size){
menus[type]=NEW Menu(pos,size);
menus[type]->type=type;
lastMenuTypeCreated=type;
return menus.at(type);
}
void Menu::CheckClickAndPerformMenuSelect(AiL*game){
if(game->GetMouse(Mouse::LEFT).bReleased||game->GetKey(SPACE).bReleased||game->GetKey(ENTER).bReleased){
MenuSelect(game);
}
}
void Menu::HoverMenuSelect(AiL*game){
if(!game->IsFocused()||selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
if(buttons[selection.y][selection.x]->draggable){
if(buttonHoldTime<"ThemeGlobal.MenuHoldTime"_F){
CheckClickAndPerformMenuSelect(game);
}else{
draggingComponent=buttons[selection.y][selection.x]->PickUpDraggableItem();
buttonHoldTime=0;
}
}else{
CheckClickAndPerformMenuSelect(game);
}
}
void Menu::MenuSelect(AiL*game){
if(!game->IsFocused()||selection==vi2d{-1,-1}||(buttons[selection.y][selection.x]->disabled||buttons[selection.y][selection.x]->grayedOut))return;
bool buttonStillValid=buttons[selection.y][selection.x]->onClick(MenuFuncData{*this,game,buttons[selection.y][selection.x],(ScrollableWindowComponent*)buttons[selection.y][selection.x]->parentComponent});
if(buttonStillValid){
if(buttons[selection.y][selection.x]->menuDest!=MenuType::ENUM_END){
if(stack.size()<32){
stack.push_back(menus[buttons[selection.y][selection.x]->menuDest]);//Navigate to the next menu.
}else{
ERR("WARNING! Exceeded menu stack size limit!")
}
}
}
}
void Menu::Update(AiL*game){
if(buttons.count(selection.y)==0)selection={-1,-1};
if(selection.x<0||selection.x>=buttons[selection.y].size()){selection={-1,-1};}
if(draggingComponent==nullptr){
HoverMenuSelect(game);
}
if(!UsingMouseNavigation()&&geom2d::line<float>(lastActiveMousePos,game->GetMousePos()).length()>="ThemeGlobal.MouseActivationDistance"_F||UsingMouseNavigation()){
SetMouseNavigation(true);
}
for(auto&[key,value]:buttons){
for(auto&button:value){
if(!button->disabled){
button->hovered=false;
}
}
}
bool itemHovered=false;
if(!UsingMouseNavigation()){
if(!game->IsTextEntryEnabled()){
if(selection!=vi2d{-1,-1}){
buttons[selection.y][selection.x]->hovered=true;
itemHovered=true;
}
}
}else{
selection={-1,-1};
for(auto&[key,value]:buttons){
int index=0;
for(auto&button:value){
if(!button->disabled&&!button->grayedOut){
if(button->GetHoverState(game)){
button->hovered=true;
itemHovered=true;
selection.y=key;
selection.x=index;
}
}
index++;
}
}
}
if(itemHovered&&draggingComponent==nullptr&&selection!=vi2d{-1,-1}&&(((!UsingMouseNavigation()&&(game->GetKey(ENTER).bHeld)||game->GetKey(SPACE).bHeld))||game->GetMouse(Mouse::LEFT).bHeld)){
buttonHoldTime+=game->GetElapsedTime();
}else{
buttonHoldTime=0;
}
if(draggingComponent!=nullptr){
MenuComponent*selectedComponent=nullptr;
if(selection!=vi2d{-1,-1}){
selectedComponent=buttons[selection.y][selection.x];
}
auto ClearDraggingComponent=[&](){
delete draggingComponent; //We know we allocated a new instance of this, so we will now free it.
draggingComponent=nullptr;
};
if(!UsingMouseNavigation()){
if(!game->IsTextEntryEnabled()){
if(game->GetKey(ENTER).bReleased||game->GetKey(SPACE).bReleased){
if(selectedComponent==nullptr){//Dropping over an empty area.
ClearDraggingComponent();
}else
if(selectedComponent->DropDraggableItem(draggingComponent)){
ClearDraggingComponent();
}
}
}
}else{
if(game->GetMouse(Mouse::LEFT).bReleased){
if(selectedComponent==nullptr){//Dropping over an empty area.
ClearDraggingComponent();
}else
if(selectedComponent->DropDraggableItem(draggingComponent)){
ClearDraggingComponent();
}
}
}
}
if(!game->IsTextEntryEnabled()){
KeyboardButtonNavigation(game,pos);
}
for(auto&[key,value]:buttons){
for(auto&button:value){
if(button->renderInMain){
button->_BeforeUpdate(game);
}
}
}
for(auto&component:displayComponents){
if(component->renderInMain){
component->_BeforeUpdate(game);
}
}
for(auto&[key,value]:buttons){
for(auto&button:value){
if(button->renderInMain){
button->_Update(game);
}
}
}
for(auto&component:displayComponents){
if(component->renderInMain){
component->_Update(game);
}
}
};
void Menu::Draw(AiL*game){
if(GetCurrentTheme().IsScaled()){
DrawScaledWindowBackground(game,pos,size,GetRenderColor());
}else{
DrawTiledWindowBackground(game,pos,size,GetRenderColor());
}
std::vector<MenuComponent*>allComponents;
std::copy(displayComponents.begin(),displayComponents.end(),std::back_inserter(allComponents));
std::for_each(buttons.begin(),buttons.end(),[&](auto&pair){std::copy(pair.second.begin(),pair.second.end(),std::back_inserter(allComponents));});
std::sort(allComponents.begin(),allComponents.end(),[](MenuComponent*c1,MenuComponent*c2){return c1->depth>c2->depth;});
if(GetCurrentTheme().IsScaled()){
DrawScaledWindowBorder(game,pos,size,GetRenderColor());
}else{
DrawTiledWindowBorder(game,pos,size,GetRenderColor());
}
for(const auto&component:allComponents){
if(component->renderInMain){
component->_DrawDecal(window,this==Menu::stack.back());
}
}
if(draggingComponent!=nullptr){
vf2d offsetPos=draggingComponent->rect.pos;
if(!UsingMouseNavigation()){
MenuComponent*selectedComponent=buttons[selection.y][selection.x];
vf2d drawOffset{};
if(selectedComponent->parentComponent!=nullptr){
ScrollableWindowComponent*scrollableComponent=DYNAMIC_CAST<ScrollableWindowComponent*>(selectedComponent->parentComponent);
if(scrollableComponent!=nullptr){
drawOffset+=scrollableComponent->GetScrollAmount();
}
}
draggingComponent->V(A::DRAW_OFFSET)=drawOffset+pos-offsetPos+selectedComponent->rect.pos+vi2d{1,-4};
draggingComponent->DrawDecal(window,this==Menu::stack.back());
}else{
draggingComponent->V(A::DRAW_OFFSET)-offsetPos+game->GetMousePos();
draggingComponent->DrawDecal(window,this==Menu::stack.back());
}
}
};
void Menu::OpenMenu(MenuType menu,bool cover){
menus[menu]->cover=cover;
stack.push_back(menus[menu]);
}
void Menu::KeyboardButtonNavigation(AiL*game,vf2d menuPos){
vi2d prevSelection=selection;
if(game->GetKey(RIGHT).bPressed){
if(selection==vi2d{-1,-1})return;
SetMouseNavigation(false);
selection.x=(size_t(selection.x)+1)%keyboardButtons[selection.y].size();
}
if(game->GetKey(LEFT).bPressed){
if(selection==vi2d{-1,-1})return;
selection.x--;
SetMouseNavigation(false);
if(selection.x<0)selection.x+=int32_t(keyboardButtons[selection.y].size());
}
if(game->GetKey(DOWN).bPressed||game->GetKey(UP).bPressed){
if(game->GetKey(DOWN).bPressed){
SetMouseNavigation(false);
bool found=false;
bool selectedItem=false;
if(selection==vi2d{-1,-1}){
//Highlight first item.
for(auto&[key,value]:keyboardButtons){
selection.y=key;
break;
}
}else{
for(auto&[key,value]:keyboardButtons){
if(found){ //Once we discover the previous element, the next element becomes our next selection.
int previousButtonX=int(keyboardButtons[selection.y][selection.x]->rect.pos.x);
selection.y=key;
int index=0;
for(auto&button:value){ //Try to match a button in the same column as this button first.
if(previousButtonX==button->rect.pos.x){
selection.x=index;
break;
}
index++;
}
selectedItem=true;
break;
}
if(key==selection.y
//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
&&selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
found=true;
}
}
if(!selectedItem){ //This means we need to loop around instead and pick the first one.
for(auto&[key,value]:keyboardButtons){
selection.y=key;
break;
}
}
}
}
if(game->GetKey(UP).bPressed){
SetMouseNavigation(false);
if(selection==vi2d{-1,-1}){
//Highlight last item.
for(auto&[key,value]:keyboardButtons){
selection.y=key;
}
}else{
int prevInd=-1;
for(auto&[key,value]:keyboardButtons){
if(key==selection.y&&
//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
break;
}
prevInd=key;
}
if(prevInd!=-1){
int previousButtonX=int(keyboardButtons[selection.y][selection.x]->rect.pos.x);
selection.y=prevInd;
int index=0;
for(auto&button:keyboardButtons[prevInd]){ //Try to match a button in the same column as this button first.
if(previousButtonX==button->rect.pos.x){
selection.x=index;
break;
}
index++;
}
}else{ //Since we didn't find it, it means we're at the top of the list or the list is empty. Go to the last element and use that one.
int lastInd=-1;
for(auto&[key,value]:keyboardButtons){
lastInd=key;
}
selection.y=lastInd;
}
}
}
//In both cases, we should clamp the X index to make sure it's still valid.
if(selection.y!=-1){
selection.x=std::clamp(selection.x,0,int(keyboardButtons[selection.y].size())-1);
}else{
selection.x=-1;
}
}
if(game->GetMouse(0).bPressed||game->GetKey(ENTER).bPressed||game->GetKey(SPACE).bPressed){
SetMouseNavigation(game->GetMouse(0).bPressed); //If a click occurs we use mouse controls.
if(!UsingMouseNavigation()){
buttonHoldTime=0;
//Key presses automatically highlight the first button if it's not highlighted.
if(selection==vi2d{-1,-1}&&buttons.size()>0){
//Find the first possible button entry in the map...
int firstInd=-1;
for(auto&[key,value]:buttons){
if(buttons[key].size()>0){
firstInd=key;
break;
}
}
if(firstInd!=-1){ //This means we found a valid menu item. If we didn't find one don't highlight any menu item...
selection={0,firstInd};
}
}
}else{
buttonHoldTime=0;
}
}
if(prevSelection!=selection){
if(selection!=vi2d{-1,-1}&&(buttons[selection.y][selection.x]->disabled||buttons[selection.y][selection.x]->grayedOut)){
bool handled=false;
if(!UsingMouseNavigation()){
//Let's transfer some information about our selection being off the screen. Our intention with keyboard controls is that the screen will scroll to the correct location instead.
//If we return false, then we handled it ourselves, no need to go back to the previous selection.
if(HandleOutsideDisabledButtonSelection(buttons[selection.y][selection.x])){
handled=true;
}
}
if(!handled){
// If the new selection of a button on this frame is disabled for some reason and we didn't handle it, we need to go back to what we had selected before.
selection=prevSelection;
}
}
}
}
void Menu::DrawScaledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor){
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
//Upper-Left
game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{patchSize.x*0,patchSize.y*0},patchSize,renderColor);
//Upper-Right
game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{patchSize.x*2,patchSize.y*0},patchSize,renderColor);
//Bottom-Left
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{patchSize.x*0,patchSize.y*2},patchSize,renderColor);
//Bottom-Right
game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{patchSize.x*2,patchSize.y*2},patchSize,renderColor);
//Top
game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{patchSize.x*1,patchSize.y*0},patchSize,renderColor);
//Left
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{patchSize.x*0,patchSize.y*1},patchSize,renderColor);
//Right
game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{patchSize.x*2,patchSize.y*1},patchSize,renderColor);
//Bottom
game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{patchSize.x*1,patchSize.y*2},patchSize,renderColor);
}
void Menu::DrawTiledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor){
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
//Upper-Left
game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{0,0},patchSize,renderColor);
//Upper-Right
game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{0,0},patchSize,renderColor);
//Bottom-Left
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{0,0},patchSize,renderColor);
//Bottom-Right
game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{0,0},patchSize,renderColor);
//Top
game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{0,0},vf2d{size.x,patchSize.y},renderColor);
//Left
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{0,0},vf2d{patchSize.x,size.y},renderColor);
//Right
game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{0,0},vf2d{patchSize.x,size.y},renderColor);
//Bottom
game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{0,0},vf2d{size.x,patchSize.y},renderColor);
}
void Menu::DrawScaledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor){
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
//Center
if(GetCurrentTheme().HasBackground()){
Decal*back=GetCurrentTheme().GetBackground();
game->DrawPartialDecal(menuPos,size,back,{0,0},back->sprite->Size(),renderColor);
}else{
game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{patchSize.x*1,patchSize.y*1},patchSize,renderColor);
}
}
void Menu::DrawTiledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor){
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
//Center
if(GetCurrentTheme().HasBackground()){
Decal*back=GetCurrentTheme().GetBackground();
game->DrawPartialDecal(menuPos,size,back,{0,0},size,renderColor);
}else{
game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{0,0},patchSize,renderColor);
}
}
Renderable&Menu::GetPatchPart(int x,int y){
return GFX[themeSelection+"_"+std::to_string(x)+std::to_string(y)+".png"];
}
Theme&Menu::GetCurrentTheme(){
return themes[themeSelection];
}
Pixel Menu::GetRenderColor(){
bool focused=Menu::stack.back()==this;
Pixel col=WHITE;
if(!focused){
col=WHITE*"ThemeGlobal.MenuUnfocusedColorMult"_F;
}
return col;
}
bool Menu::HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton){
if(disabledButton->parentComponent!=nullptr){
return disabledButton->parentComponent->HandleOutsideDisabledButtonSelection(disabledButton);
}else{
return false;
}
}
bool Menu::UsingMouseNavigation(){
return MOUSE_NAVIGATION;
};
void Menu::SetMouseNavigation(bool mouseNavigation){
if(MOUSE_NAVIGATION&&!mouseNavigation){
//When mouse navigation was enabled and now needs to be disabled, we store the mouse position.
INCLUDE_game
lastActiveMousePos=game->GetMousePos();
}
MOUSE_NAVIGATION=mouseNavigation;
};
void Menu::InventorySlotsUpdated(ITCategory cat){
//Update the inventory with a new inventory slot, since there's one additional item to interact with now.
for(MenuComponent*component:inventoryListeners.at(cat)){
InventoryScrollableWindowComponent*comp=DYNAMIC_CAST<InventoryScrollableWindowComponent*>(component); //HACK ALERT! We're assuming that these must be these classes otherwise they have no reason to even be using these listeners. Make sure that the lowest base class that requires these implements these functions!!!
comp->OnInventorySlotsUpdate(cat);
}
}
void Menu::MerchantInventorySlotsUpdated(ITCategory cat){
//Update the inventory with a new inventory slot, since there's one additional item to interact with now.
for(MenuComponent*component:merchantInventoryListeners.at(cat)){
InventoryScrollableWindowComponent*comp=DYNAMIC_CAST<InventoryScrollableWindowComponent*>(component); //HACK ALERT! We're assuming that these must be these classes otherwise they have no reason to even be using these listeners. Make sure that the lowest base class that requires these implements these functions!!!
comp->OnInventorySlotsUpdate(cat);
}
}
void Menu::AddInventoryListener(MenuComponent*component,ITCategory category){
if(inventoryListeners.count(category)){
std::vector<MenuComponent*>&listenerList=inventoryListeners.at(category);
if(std::find(listenerList.begin(),listenerList.end(),component)!=listenerList.end()){
ERR("WARNING! Component "<<component->name<<" has already been added to the "<<category<<" listener list! There should not be any duplicates!!")
}
listenerList.push_back(component);
}else{
ERR("WARNING! Inventory category "<<category<<" does not exist!")
}
}
void Menu::InitializeMenuListenerCategory(const std::string&category){
inventoryListeners[category];
merchantInventoryListeners[category];
}
void Menu::AddMerchantInventoryListener(MenuComponent*component,ITCategory category){
if(merchantInventoryListeners.count(category)){
std::vector<MenuComponent*>&listenerList=merchantInventoryListeners.at(category);
if(std::find(listenerList.begin(),listenerList.end(),component)!=listenerList.end()){
ERR("WARNING! Component "<<component->name<<" has already been added to the "<<category<<" merchant listener list! There should not be any duplicates!!")
}
listenerList.push_back(component);
}else{
ERR("WARNING! Inventory category "<<category<<" does not exist!")
}
}
void Menu::AddEquipStatListener(MenuComponent*component){
if(std::find(equipStatListeners.begin(),equipStatListeners.end(),component)!=equipStatListeners.end()){
ERR("WARNING! Component "<<component->name<<" has already been added to the Equip Stat listener list! There should not be any duplicates!!")
}
equipStatListeners.push_back(component);
}
vf2d Menu::center(){
return size/2;
}
void Menu::CloseMenu(){
if(stack.size()>0){
stack.pop_back();
}else{
ERR("WARNING! Trying to close out no menu?? Why are we doing this?")
}
}
std::pair<MenuType,std::string>Menu::GetMemoryLeakReportInfo(){
return {lastMenuTypeCreated,lastRegisteredComponent};
}
void Menu::CloseAllMenus(){
if(stack.size()>0){
stack.clear();
}else{
ERR("WARNING! Trying to close out no menu?? Why are we doing this?")
}
}
bool Menu::IsMenuOpen(){
return stack.size()>0;
}
void Menu::CleanupAllMenus(){
for(auto&[key,value]:Menu::menus){
Menu*menu=value;
for(auto&componentKey:menu->components){
MenuComponent*component=componentKey.second;
component->Cleanup();
delete component;
}
menu->components.Reset();
menu->Cleanup();
delete menu;
}
Menu::menus.clear();
}
void Menu::Cleanup(){}
void Menu::DrawThemedWindow(vf2d menuPos,vf2d size,Pixel renderColor){
if(GetCurrentTheme().IsScaled()){
DrawScaledWindowBackground(game,menuPos,size,renderColor);
DrawScaledWindowBorder(game,menuPos,size,renderColor);
}else{
DrawTiledWindowBackground(game,menuPos,size,renderColor);
DrawTiledWindowBorder(game,menuPos,size,renderColor);
}
}
void Menu::RecalculateComponentCount(){
componentCount=displayComponents.size()+buttons.size();
}
const MenuType Menu::GetType()const{
return type;
}
void Menu::LockInListeners(){
inventoryListeners.SetInitialized();
merchantInventoryListeners.SetInitialized();
}
void Menu::AddChapterListener(MenuComponent*component){
if(std::find(chapterListeners.begin(),chapterListeners.end(),component)!=chapterListeners.end()){
ERR("WARNING! Component "<<component->name<<" has already been added to the Chapter listener list! There should not be any duplicates!!")
}
chapterListeners.push_back(component);
}
MenuFuncData::MenuFuncData(Menu&menu,AiL*const game,MenuComponent*const component,ScrollableWindowComponent*const parentComponent)
:menu(menu),game(game),component(component),parentComponent(parentComponent){}