Added hover button functionality to MenuItemButton component and to InventorySrollableWindowComponent item buttons created via that component. Implemented inventory screen.
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e4f63a3550
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@ -55,14 +55,24 @@ private:
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std::string itemDescriptionLabelName;
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bool inventoryButtonsActive=true;
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std::function<bool(MenuFuncData)>inventoryButtonClickAction;
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std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
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std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
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InventoryWindowOptions options;
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CompactText compact=COMPACT;
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protected:
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ITCategory inventoryType;
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public:
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,InventoryWindowOptions options={.padding=8,.size=24},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:ScrollableWindowComponent(rect,attributes),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
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options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive){
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Menu::AddInventoryListener(this,invType);
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this->inventoryButtonHoverAction=DO_NOTHING;
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this->inventoryButtonMouseOutAction=DO_NOTHING;
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Menu::AddInventoryListener(this,invType);
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}
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,InventoryWindowOptions options={.padding=8,.size=24},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:InventoryScrollableWindowComponent(rect,invType,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,options,inventoryButtonsActive,attributes){
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this->inventoryButtonHoverAction=inventoryButtonHoverAction;
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this->inventoryButtonMouseOutAction=inventoryButtonMouseOutAction;
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}
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virtual inline void Update(Crawler*game)override{
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ScrollableWindowComponent::Update(game);
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@ -78,6 +88,16 @@ public:
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if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
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}
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}
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inline void SetCompactDescriptions(bool compact){
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if(compact)this->compact=COMPACT;
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else this->compact=NON_COMPACT;
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for(MenuComponent*component:components){
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MenuItemButton*itemButton=dynamic_cast<MenuItemButton*>(component);
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if(itemButton){
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itemButton->SetCompactDescriptions(compact);
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}
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}
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}
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protected:
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inline void RemoveEmptySlots(){
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//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.
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@ -111,7 +131,8 @@ protected:
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int buttonSize=options.size;
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int totalSpacing=options.padding+buttonSize;
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ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)({{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get(cat),itemIndex,inventoryButtonClickAction,parentMenu,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END;
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ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)({{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get(cat),itemIndex,inventoryButtonClickAction,inventoryButtonHoverAction,inventoryButtonMouseOutAction,parentMenu,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END
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->SetCompactDescriptions(compact==COMPACT);
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}else
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if(components.size()>invSize){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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@ -40,6 +40,9 @@ All rights reserved.
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "InventoryScrollableWindowComponent.h"
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#include "MenuIconButton.h"
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#include "MenuItemButton.h"
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#include "MenuItemItemButton.h"
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INCLUDE_game
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INCLUDE_ITEM_CATEGORIES
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@ -84,7 +87,15 @@ void Menu::InitializeInventoryWindow(){
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button->SetSelectionType(HIGHLIGHT);
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button->S(A::CATEGORY_NAME)=category;
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auto inventoryDisplay=inventoryWindow->ADD("Inventory Display - "+category,InventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},category,"","",DO_NOTHING)END;
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auto inventoryDisplay=inventoryWindow->ADD("Inventory Display - "+category,InventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},category,"Item Name Label","Item Description Label",DO_NOTHING,
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(dynamic_cast<MenuItemButton*>(data.component)->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
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return true;
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})END;
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if(first){
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lastInventoryTypeOpened=category;
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@ -92,9 +103,24 @@ void Menu::InitializeInventoryWindow(){
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}
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inventoryDisplay->Enable(first);
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inventoryDisplay->SetCompactDescriptions(false);
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yOffset+=20;
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first=false;
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}
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#pragma endregion
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#pragma region Inventory Description
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float inventoryDescriptionWidth=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
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inventoryWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END
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->decal=true;
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auto itemIcon=inventoryWindow->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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itemIcon->SetShowQuantity(false);
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itemIcon->decal=true;
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inventoryWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END
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->decal=true;
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inventoryWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|SHADOW)END
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->decal=true;
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#pragma endregion
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}
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@ -96,7 +96,6 @@ protected:
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bool disabled=false; //If set to true, this component will not be rendered or updated.
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bool renderInMain=true; //If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
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bool valid=true; //If set to false, this would cause the component to be removed.
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bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
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vf2d labelScaling={1,1};
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virtual void Update(Crawler*game);
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virtual void Draw(Crawler*game,vf2d parentPos);
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@ -130,4 +129,5 @@ public:
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virtual void SetSelectionType(SelectionType selectionType)final;
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virtual void Enable(bool enabled);
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virtual void Cleanup();
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bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
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};
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@ -60,9 +60,19 @@ protected:
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MenuComponent::Update(game);
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}
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virtual inline void Draw(Crawler*game,vf2d parentPos)override{
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MenuComponent::Draw(game,parentPos);
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if(icon!=nullptr){
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game->DrawSprite(parentPos+rect.middle()-icon->sprite->Size()/2,icon->sprite,1,Sprite::Flip::NONE);
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if(!decal){
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MenuComponent::Draw(game,parentPos);
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if(icon!=nullptr){
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game->DrawSprite(parentPos+rect.middle()-icon->sprite->Size()/2,icon->sprite,1,Sprite::Flip::NONE);
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}
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}
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}
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virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
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if(decal){
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MenuComponent::DrawDecal(game,parentPos,focused);
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if(icon!=nullptr){
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game->DrawDecal(Menu::menus[parentMenu]->pos+parentPos+rect.middle()-icon->sprite->Size()/2,icon);
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}
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}
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}
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};
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@ -56,6 +56,11 @@ private:
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MenuType itemDescriptionMenu;
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std::string itemNameLabelName;
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std::string itemDescriptionLabelName;
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CompactText compact=COMPACT;
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bool hoverState=false;
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bool runHoverFunctions=false;
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MenuFunc onHover;
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MenuFunc onMouseOut;
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public:
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int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
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inline MenuItemButton(geom2d::rect<float>rect,std::vector<Item>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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@ -63,7 +68,13 @@ public:
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draggable=false;
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valid=invRef.size()>invIndex;
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}
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inline Item GetItem(){
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inline MenuItemButton(geom2d::rect<float>rect,std::vector<Item>&invRef,int invIndex,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuIconButton(rect,invRef.size()>invIndex?invRef[invIndex].Decal():nullptr,onClick,attributes),onHover(onHover),onMouseOut(onMouseOut),invRef(invRef),inventoryIndex(invIndex),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
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draggable=false;
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runHoverFunctions=true;
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valid=invRef.size()>invIndex;
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}
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inline Item&GetItem(){
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return Inventory::GetItem(invRef.at(inventoryIndex).Name());
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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@ -71,42 +82,79 @@ public:
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if(invRef.size()<=inventoryIndex)return false;
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return Inventory::UseItem(invRef.at(inventoryIndex).Name(),amt);
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}
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inline void SetCompactDescriptions(bool compact){
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if(compact)this->compact=COMPACT;
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else this->compact=NON_COMPACT;
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}
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protected:
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virtual inline void BeforeUpdate(Crawler*game)override{
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if(!hovered&&runHoverFunctions&&hoverState){
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hoverState=false;
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if(itemNameLabelName!=""){
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Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(false);
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}
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if(itemDescriptionLabelName!=""){
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(false);
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}
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onMouseOut(MenuFuncData{*Menu::menus[parentMenu],game,this,(ScrollableWindowComponent*)(parentComponent)});
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}
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}
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virtual inline void Update(Crawler*game)override{
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MenuIconButton::Update(game);
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valid=invRef.size()>inventoryIndex&&ITEM_DATA.count(invRef[inventoryIndex].Name());
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std::string labelNameText;
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std::string labelDescriptionText;
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if(valid){
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icon=invRef[inventoryIndex].Decal();
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if(hovered){
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if(itemNameLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label=invRef[inventoryIndex].Name();
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if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label=invRef[inventoryIndex].Description();
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}
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labelNameText=invRef[inventoryIndex].Name();
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labelDescriptionText=invRef[inventoryIndex].Description(compact);
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}else{
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icon=nullptr;
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if(hovered){
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if(itemNameLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label="";
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if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label="";
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labelNameText="";
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labelDescriptionText="";
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}
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if(hovered){
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if(itemNameLabelName!=""){
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Component<MenuLabel>(parentMenu,itemNameLabelName)->label=labelNameText;
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}
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if(itemDescriptionLabelName!=""){
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->label=labelDescriptionText;
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}
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if(runHoverFunctions&&!hoverState){
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hoverState=true;
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if(itemNameLabelName!=""&&labelNameText.length()>0){
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Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(true);
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}
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if(itemDescriptionLabelName!=""&&labelDescriptionText.length()>0){
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(true);
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}
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onHover(MenuFuncData{*Menu::menus[parentMenu],game,this,(ScrollableWindowComponent*)(parentComponent)});
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}
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}
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}
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virtual inline void Draw(Crawler*game,vf2d parentPos)override{
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MenuIconButton::Draw(game,parentPos);
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if(selected!=-1){
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drawutil::DrawCrosshair(game,{parentPos+rect.pos,rect.size},0);
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if(!decal){
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MenuIconButton::Draw(game,parentPos);
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if(selected!=-1){
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drawutil::DrawCrosshair(game,{parentPos+rect.pos,rect.size},0);
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}
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}
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}
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virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
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MenuIconButton::DrawDecal(game,parentPos,focused);
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if(valid){
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int itemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).Name()); //Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
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if(&invRef==&Inventory::get("Monster Loot")||&invRef==&Inventory::get("Stage Loot")){
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itemQuantity=invRef.at(inventoryIndex).Amt(); //So the item quantity comes from the stack itself and not our main inventory.
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}
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std::string quantityText="x"+std::to_string(itemQuantity);
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vf2d textSize=vf2d(game->GetTextSizeProp(quantityText))*0.5;
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vf2d drawPos=parentPos+rect.pos+rect.size-textSize;
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if(PointWithinParent(this,drawPos)){
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game->DrawShadowStringDecal(drawPos,quantityText,WHITE,BLACK,{0.5,0.5},0.5);
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if(decal){
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MenuIconButton::DrawDecal(game,parentPos,focused);
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if(valid){
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int itemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).Name()); //Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
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if(&invRef==&Inventory::get("Monster Loot")||&invRef==&Inventory::get("Stage Loot")){
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itemQuantity=invRef.at(inventoryIndex).Amt(); //So the item quantity comes from the stack itself and not our main inventory.
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}
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std::string quantityText="x"+std::to_string(itemQuantity);
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vf2d textSize=vf2d(game->GetTextSizeProp(quantityText))*0.5;
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vf2d drawPos=parentPos+rect.pos+rect.size-textSize;
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if(PointWithinParent(this,drawPos)){
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game->DrawShadowStringDecal(drawPos,quantityText,WHITE,BLACK,{0.5,0.5},0.5);
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}
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}
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}
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}
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@ -60,13 +60,13 @@ private:
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bool hideQty=false;
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CompactText compact=COMPACT;
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public:
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inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,std::string itemNameLabelName,std::string itemDescriptionLabelName)
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:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(DO_NOTHING){
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inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick,attributes),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(DO_NOTHING){
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draggable=false;
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valid=!itemRef.IsBlank();
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}
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inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,std::string itemNameLabelName="",std::string itemDescriptionLabelName="")
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:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(onHover),onMouseOut(onMouseOut){
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inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,std::string itemNameLabelName="",std::string itemDescriptionLabelName="",IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick,attributes),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(onHover),onMouseOut(onMouseOut){
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runHoverFunctions=true;
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draggable=false;
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valid=!itemRef.IsBlank();
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@ -45,16 +45,17 @@ INCLUDE_game
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class MenuLabel:public MenuComponent{
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private:
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int scale=1;
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float scale=1;
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protected:
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bool shadow=false;
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bool centered=true;
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public:
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inline MenuLabel(geom2d::rect<float>rect,std::string label,int scale=1,ComponentAttr attributes=ComponentAttr::NONE)
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inline MenuLabel(geom2d::rect<float>rect,std::string label,float scale=1,ComponentAttr attributes=ComponentAttr::NONE)
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:MenuComponent(rect,label,MenuFunc{},ButtonAttr::UNSELECTABLE|ButtonAttr::UNSELECTABLE_VIA_KEYBOARD),scale(scale),centered(!(attributes&ComponentAttr::LEFT_ALIGN)),shadow(attributes&ComponentAttr::SHADOW){
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border=attributes&ComponentAttr::OUTLINE;
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this->background=attributes&ComponentAttr::BACKGROUND;
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showDefaultLabel=false;
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if(fmod(scale,1)>0.001)decal=true;
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}
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inline virtual void SetLabel(std::string text){
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label=text;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 3761
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#define VERSION_BUILD 3803
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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