Refactor inventory window so the scrollable consumable window now subscribes to a listener.

Listener list system removes the arbitrary requirement of components needing to be called "inventory" (very error-prone)
pull/28/head
parent 04d6f42526
commit 46462a24e7
  1. 64
      Crawler/.vscode/settings.json
  2. 4
      Crawler/InventoryWindow.cpp
  3. 56
      Crawler/Menu.cpp
  4. 4
      Crawler/Menu.h
  5. 4
      Crawler/MenuComponent.cpp
  6. 2
      Crawler/MenuComponent.h
  7. 28
      Crawler/ScrollableWindowComponent.h

@ -0,0 +1,64 @@
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@ -23,6 +23,10 @@ void Menu::InitializeInventoryWindow(){
ScrollableWindowComponent*inventory=new ScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
inventoryWindow->AddComponent("inventory",inventory);
Menu::AddInventoryListener(inventory,"Consumables");
Menu::AddInventoryListener(inventory,"Equipment");
Menu::AddInventoryListener(inventory,"Accessories");
Menu::AddInventoryListener(inventory,"Materials");
//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.

@ -564,49 +564,21 @@ void Menu::SetMouseNavigation(bool mouseNavigation){
void Menu::InventorySlotsUpdated(ITCategory cat){
//Update the inventory with a new inventory slot, since there's one additional item to interact with now.
std::vector<std::string>&inv=Inventory::get(cat);
MenuType inventoryWindow;
if(cat=="Consumables"){
inventoryWindow=INVENTORY;
}else
if(cat=="Equipment"){
//TODO: Update different inventories depending on what the item's category is.
std::cout<<"WARNING! Unimplemented inventory slot addition for category "<<cat<<"!"<<std::endl;
return; //Currenly a no-op
}else
if(cat=="Accesories"){
//TODO: Update different inventories depending on what the item's category is.
std::cout<<"WARNING! Unimplemented inventory slot addition for category "<<cat<<"!"<<std::endl;
return; //Currenly a no-op
}else
if(cat=="Materials"){
//TODO: Update different inventories depending on what the item's category is.
std::cout<<"WARNING! Unimplemented inventory slot addition for category "<<cat<<"!"<<std::endl;
return; //Currenly a no-op
for(MenuComponent*component:inventoryListeners.at(cat)){
component->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()){
std::cout<<"WARNING! Component "<<component->name<<" has already been added to the "<<category<<" listener list! There should not be any duplicates!!"<<std::endl;
throw;
}
listenerList.push_back(component);
}else{
std::cout<<"WARNING! Inventory category "<<category<<" does not exist!"<<std::endl;
throw;
std::cout<<"WARNING! Attempting to add an inventory to a category that does not exist. THIS SHOULD NOT BE HAPPENING!"<<std::endl;
}
//HACK ALERT!! We make a very bold assumption here that every inventory window will contain a ScrollableWindowComponent called "inventory"! Because it's a safemap, if it doesn't exist it will let us know as such, we won't include any extra checks here.
ScrollableWindowComponent*inventory=((ScrollableWindowComponent*)menus[inventoryWindow]->components["inventory"]);
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(inventory->ComponentCount()<inv.size()){//We need more space to display our items.
int invWidth="ThemeGlobal.InventoryWidth"_I;
int x=(inv.size()-1)%invWidth;
int y=(inv.size()-1)/invWidth;
int itemIndex=y*invWidth+x;
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
button->UseItem();
};
MenuItemButton*button=new MenuItemButton{inventoryWindow,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
inventory->AddComponent(menus[inventoryWindow],"item"+std::to_string(itemIndex),button);
}else
if(inventory->ComponentCount()>inv.size()){ //There are empty spots, so let's clean up.
inventory->RemoveEmptySlots();
}
}

@ -24,12 +24,13 @@ class Menu:IAttributable{
friend class Player;
float buttonHoldTime=0;
std::vector<MenuComponent*>displayComponents; //Components that are only for displaying purposes.
std::vector<MenuComponent*>displayComponents; //Comp.onents that are only for displaying purposes.
vi2d selection={-1,-1};
vi2d lastActiveMousePos={};
MenuComponent*draggingComponent=nullptr;
Renderable r,overlay;
static safemap<ITCategory,std::vector<MenuComponent*>>inventoryListeners; //All menu components that care about inventory updates subscribe to this list indirectly (See Menu::AddInventoryListener()).
public:
//The constructor is private. Use CreateMenu() instead!
Menu()=default;
@ -54,6 +55,7 @@ public:
bool UsingMouseNavigation();
void SetMouseNavigation(bool mouseNavigation);
static void InventorySlotsUpdated(ITCategory cat); //Called whenever an inventory item gets added to the player's inventory, thus increasing the total number of slots in our bag.
static void AddInventoryListener(MenuComponent*component,ITCategory category); //Adds a component to be in a given listener category.
private:
Menu(vf2d pos,vf2d size);
void HoverMenuSelect(Crawler*game);

@ -84,4 +84,6 @@ bool MenuComponent::HandleOutsideDisabledButtonSelection(MenuComponent*disabledB
vf2d MenuComponent::GetPos(){
return rect.pos;
}
}
void MenuComponent::OnInventorySlotsUpdate(ITCategory cat){}

@ -45,4 +45,6 @@ public:
virtual bool DropDraggableItem(MenuComponent*draggable);
//A notification that a button outside the region has been selected. Return false if it's not allowed.
virtual bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
virtual void OnInventorySlotsUpdate(ITCategory cat);
};

@ -191,7 +191,7 @@ public:
virtual inline size_t ComponentCount(){
return components.size();
}
virtual void RemoveButton(MenuComponent*button){
virtual inline void RemoveButton(MenuComponent*button){
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;
@ -214,7 +214,7 @@ public:
}
}
}
virtual void RemoveEmptySlots(){
void inline 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++){
MenuComponent*button=components[i];
@ -237,4 +237,28 @@ public:
}
bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
}
virtual void OnInventorySlotsUpdate(ITCategory cat)override{
std::vector<std::string>&inv=Inventory::get(cat);
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(ComponentCount()<inv.size()){//We need more space to display our items.
int invWidth="ThemeGlobal.InventoryWidth"_I;
int x=(inv.size()-1)%invWidth;
int y=(inv.size()-1)/invWidth;
int itemIndex=y*invWidth+x;
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
button->UseItem();
};
MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
}else
if(ComponentCount()>inv.size()){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
};
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