Corrected bug for removing sub-component items that were not selectable (and thus, were never added to button navigation lists)

pull/28/head
sigonasr2 1 year ago
parent a139072d68
commit 195cc31a7b
  1. 23
      Crawler/InventoryConsumableWindow.cpp
  2. 33
      Crawler/InventoryScrollableWindowComponent.h
  3. 4
      Crawler/LevelCompleteWindow.cpp
  4. 2
      Crawler/Menu.cpp
  5. 2
      Crawler/Menu.h
  6. 4
      Crawler/MenuItemButton.h
  7. 3
      Crawler/ScrollableWindowComponent.h
  8. 2
      Crawler/Version.h

@ -56,7 +56,28 @@ void Menu::InitializeConsumableInventoryWindow(){
inventoryWindow->I(A::LOADOUT_SLOT)=0;
InventoryScrollableWindowComponent*inventory=NEW InventoryScrollableWindowComponent(INVENTORY,{{1,20},{windowSize.x,float(totalSpacing*3-itemSpacing)}},"Consumables","itemName","itemDescription");
InventoryScrollableWindowComponent*inventory=NEW InventoryScrollableWindowComponent(INVENTORY,{{1,20},{windowSize.x,float(totalSpacing*3-itemSpacing)}},"Consumables","itemName","itemDescription",
[&](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
for(MenuComponent*component:data.parentComponent->GetComponents()){ //HACK ALERT! If we are accessing a parent component, it's because we are dealing with a scrolling window component, which has sub-components. So this should be a safe cast to make.
if(component->GetName().starts_with("item")){
MenuItemButton*button2=(MenuItemButton*)component;//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
if(button2==button){
if(button2->selected!=-1){
data.game->ClearLoadoutItem(button2->selected);
}
button2->selected=-1;
}
if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
button2->selected=-1;
}
}
}
button->selected=data.menu.I(A::LOADOUT_SLOT);
data.game->SetLoadoutItem(button->selected,button->GetItem().Name());
return true;
});
inventoryWindow->AddComponent("inventory",inventory);
//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.

@ -44,11 +44,14 @@ class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
private:
std::string itemNameLabelName;
std::string itemDescriptionLabelName;
bool inventoryButtonsActive=true;
std::function<bool(MenuFuncData)>inventoryButtonClickAction;
protected:
ITCategory inventoryType;
public:
inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
:ScrollableWindowComponent(parent,rect,attributes),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
:ScrollableWindowComponent(parent,rect,attributes),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive){
Menu::AddInventoryListener(this,invType);
}
virtual inline void Update(Crawler*game)override{
@ -67,6 +70,7 @@ public:
}
protected:
virtual inline void RemoveButton(MenuComponent*button){
if(button->selectable){
std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
size_t removedCount=0;
@ -86,6 +90,7 @@ protected:
}
}
}
}
inline void RemoveEmptySlots(){
//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
for(int i=0;i<components.size();i++){
@ -122,29 +127,7 @@ protected:
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[&](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
for(MenuComponent*component:components){
if(component->GetName().starts_with("item")){
MenuItemButton*button2=(MenuItemButton*)component;//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
if(button2==button){
if(button2->selected!=-1){
data.game->ClearLoadoutItem(button2->selected);
}
button2->selected=-1;
}
if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
button2->selected=-1;
}
}
}
button->selected=data.menu.I(A::LOADOUT_SLOT);
data.game->SetLoadoutItem(button->selected,button->GetItem().Name());
return true;
};
MenuItemButton*button=NEW MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get(cat),itemIndex,useItemFunc,parentMenu,itemNameLabelName,itemDescriptionLabelName};
MenuItemButton*button=NEW MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get(cat),itemIndex,inventoryButtonClickAction,parentMenu,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE};
AddComponent(Menu::menus[parentMenu],"item_"+cat+"_"+std::to_string(itemIndex),button);
}else
if(components.size()>invSize){ //There are empty spots, so let's clean up.

@ -51,7 +51,7 @@ void Menu::InitializeLevelCompleteWindow(){
MenuComponent*monsterLootOutline=NEW MenuComponent(LEVEL_COMPLETE,{{0,32},{windowSize.size.x-80.f,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
MenuLabel*monsterLootLabel=NEW MenuLabel(LEVEL_COMPLETE,{{0,32},{windowSize.size.x-80.f,12}},"Monster Loot",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
InventoryScrollableWindowComponent*monsterLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,44},{windowSize.size.x-80.f,60}},"Monster Loot","Monster Loot Popup Item Name","Monster Loot Popup Item Description");
InventoryScrollableWindowComponent*monsterLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,44},{windowSize.size.x-80.f,60}},"Monster Loot","Monster Loot Popup Item Name","Monster Loot Popup Item Description",DO_NOTHING);
levelCompleteWindow->AddComponent("Monster Loot Outline",monsterLootOutline);
levelCompleteWindow->AddComponent("Monster Loot Label",monsterLootLabel);
@ -59,7 +59,7 @@ void Menu::InitializeLevelCompleteWindow(){
MenuComponent*stageLootOutline=NEW MenuComponent(LEVEL_COMPLETE,{{0,108},{windowSize.size.x-80.f,72}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
MenuLabel*stageLootLabel=NEW MenuLabel(LEVEL_COMPLETE,{{0,108},{windowSize.size.x-80.f,12}},"Stage Loot",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE);
InventoryScrollableWindowComponent*stageLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,120},{windowSize.size.x-80.f,60}},"Stage Loot","Stage Loot Popup Item Name","Stage Loot Popup Item Description");
InventoryScrollableWindowComponent*stageLootWindow=NEW InventoryScrollableWindowComponent(LEVEL_COMPLETE,{{0,120},{windowSize.size.x-80.f,60}},"Stage Loot","Stage Loot Popup Item Name","Stage Loot Popup Item Description",DO_NOTHING);
levelCompleteWindow->AddComponent("Stage Loot Outline",stageLootOutline);
levelCompleteWindow->AddComponent("Stage Loot Label",stageLootLabel);

@ -191,7 +191,7 @@ void Menu::HoverMenuSelect(Crawler*game){
void Menu::MenuSelect(Crawler*game){
if(selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
bool buttonStillValid=buttons[selection.y][selection.x]->onClick(MenuFuncData{*this,game,buttons[selection.y][selection.x]});
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){

@ -41,6 +41,7 @@ SUCH DAMAGE.
class Crawler;
class MenuComponent;
class ScrollableWindowComponent;
enum MenuType{
TEST,
@ -149,6 +150,7 @@ struct MenuFuncData{
Menu&menu;
Crawler*game;
MenuComponent*component;
ScrollableWindowComponent*parentComponent;
};
typedef std::function<bool(MenuFuncData)> MenuFunc;

@ -54,8 +54,8 @@ private:
std::string itemDescriptionLabelName;
public:
int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
inline MenuItemButton(MenuType parent,geom2d::rect<float>rect,std::vector<Item>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName)
:MenuIconButton(parent,rect,invRef.size()>invIndex?invRef[invIndex].Decal():nullptr,onClick),invRef(invRef),inventoryIndex(invIndex),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
inline MenuItemButton(MenuType parent,geom2d::rect<float>rect,std::vector<Item>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
:MenuIconButton(parent,rect,invRef.size()>invIndex?invRef[invIndex].Decal():nullptr,onClick,attributes),invRef(invRef),inventoryIndex(invIndex),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
draggable=false;
valid=invRef.size()>invIndex;
}

@ -229,4 +229,7 @@ public:
return true;
};
virtual void Cleanup()override{}
inline std::vector<MenuComponent*>&GetComponents(){
return components;
}
};

@ -35,7 +35,7 @@ SUCH DAMAGE.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 2981
#define VERSION_BUILD 2987
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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