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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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|
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Copyright 2018 - 2022 OneLoneCoder.com |
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|
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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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|
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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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|
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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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|
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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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|
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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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|
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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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|
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#include "Menu.h" |
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#include "Crawler.h" |
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#include "MenuItemItemButton.h" |
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#include "PlayerMoneyLabel.h" |
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|
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INCLUDE_game |
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INCLUDE_ITEM_CATEGORIES |
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INCLUDE_DATA |
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INCLUDE_GFX |
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|
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void Menu::InitializeBlacksmithCraftingWindow(){ |
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Menu*blacksmithWindow=CreateMenu(BLACKSMITH,CENTERED,game->GetScreenSize()-vi2d{52,52}); |
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|
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std::vector<std::pair<std::string,int>>categories; |
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std::vector<std::weak_ptr<Item>>weaponInventory; |
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std::vector<std::weak_ptr<Item>>armorInventory; |
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|
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#pragma region Build Equipment Lists |
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std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::shared_ptr<Item> item){ |
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switch(item.get()->GetEquipSlot()){ |
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case EquipSlot::WEAPON:{ |
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weaponInventory.push_back(item); |
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}break; |
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case EquipSlot::NONE: |
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case EquipSlot::RING1: |
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case EquipSlot::RING2:break;//No-op
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default:{ //We assume everything else is armor.
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armorInventory.push_back(item); |
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} |
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} |
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}); |
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#pragma endregion |
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|
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auto weaponTab=blacksmithWindow->ADD("Weapon Tab",MenuComponent)({{2,0},{blacksmithWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){ |
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Component<MenuComponent>(BLACKSMITH,"Armor Tab")->selected=false; |
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data.component->selected=true; |
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return true; |
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})END; |
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weaponTab->selected=true; |
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weaponTab->selectionType=SelectionType::HIGHLIGHT; |
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auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)({{blacksmithWindow->size.x/2+2,0},{blacksmithWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){ |
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Component<MenuComponent>(BLACKSMITH,"Weapon Tab")->selected=false; |
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data.component->selected=true; |
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return true; |
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})END; |
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armorTab->selectionType=SelectionType::HIGHLIGHT; |
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|
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#pragma region Inventory Description |
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float inventoryDescriptionWidth=blacksmithWindow->pos.x+blacksmithWindow->size.x-26-224; |
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blacksmithWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; |
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blacksmithWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END; |
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blacksmithWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END; |
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blacksmithWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,blacksmithWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END; |
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#pragma endregion |
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|
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#pragma region Money Display |
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vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+blacksmithWindow->size.y-44+6}; |
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auto moneyIcon=blacksmithWindow->ADD("Money Icon",MenuIconButton)({moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END; |
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std::string moneyText=std::to_string(game->GetPlayer()->GetMoney()); |
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vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2; |
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auto moneyDisplay=blacksmithWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; |
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moneyDisplay->SetRightAlignment(true); |
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Player::AddMoneyListener(moneyDisplay); |
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#pragma endregion |
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|
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blacksmithWindow->ADD("Leave Button",MenuComponent)({{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END, |
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[](MenuFuncData data){ |
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Menu::CloseMenu(); |
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return true; |
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},{2,2})END; |
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} |
Before Width: | Height: | Size: 723 B After Width: | Height: | Size: 4.4 KiB |
Before Width: | Height: | Size: 8.0 KiB After Width: | Height: | Size: 4.6 KiB |
Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 4.8 KiB |
Before Width: | Height: | Size: 789 B After Width: | Height: | Size: 4.4 KiB |
Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 4.6 KiB |