Added hover button functionality to MenuItemButton component and to InventorySrollableWindowComponent item buttons created via that component. Implemented inventory screen.

pull/28/head
sigonasr2 12 months ago
parent e4f63a3550
commit 5abc789bcd
  1. 23
      Crawler/InventoryScrollableWindowComponent.h
  2. 28
      Crawler/InventoryWindow.cpp
  3. 2
      Crawler/MenuComponent.h
  4. 10
      Crawler/MenuIconButton.h
  5. 62
      Crawler/MenuItemButton.h
  6. 8
      Crawler/MenuItemItemButton.h
  7. 5
      Crawler/MenuLabel.h
  8. 2
      Crawler/Version.h

@ -55,15 +55,25 @@ private:
std::string itemDescriptionLabelName;
bool inventoryButtonsActive=true;
std::function<bool(MenuFuncData)>inventoryButtonClickAction;
std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
InventoryWindowOptions options;
CompactText compact=COMPACT;
protected:
ITCategory inventoryType;
public:
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)
:ScrollableWindowComponent(rect,attributes),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive){
this->inventoryButtonHoverAction=DO_NOTHING;
this->inventoryButtonMouseOutAction=DO_NOTHING;
Menu::AddInventoryListener(this,invType);
}
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)
:InventoryScrollableWindowComponent(rect,invType,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,options,inventoryButtonsActive,attributes){
this->inventoryButtonHoverAction=inventoryButtonHoverAction;
this->inventoryButtonMouseOutAction=inventoryButtonMouseOutAction;
}
virtual inline void Update(Crawler*game)override{
ScrollableWindowComponent::Update(game);
bool noneHovered=true;
@ -78,6 +88,16 @@ public:
if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
}
}
inline void SetCompactDescriptions(bool compact){
if(compact)this->compact=COMPACT;
else this->compact=NON_COMPACT;
for(MenuComponent*component:components){
MenuItemButton*itemButton=dynamic_cast<MenuItemButton*>(component);
if(itemButton){
itemButton->SetCompactDescriptions(compact);
}
}
}
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.
@ -111,7 +131,8 @@ protected:
int buttonSize=options.size;
int totalSpacing=options.padding+buttonSize;
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;
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
->SetCompactDescriptions(compact==COMPACT);
}else
if(components.size()>invSize){ //There are empty spots, so let's clean up.
RemoveEmptySlots();

@ -40,6 +40,9 @@ All rights reserved.
#include "Menu.h"
#include "MenuLabel.h"
#include "InventoryScrollableWindowComponent.h"
#include "MenuIconButton.h"
#include "MenuItemButton.h"
#include "MenuItemItemButton.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
@ -84,7 +87,15 @@ void Menu::InitializeInventoryWindow(){
button->SetSelectionType(HIGHLIGHT);
button->S(A::CATEGORY_NAME)=category;
auto inventoryDisplay=inventoryWindow->ADD("Inventory Display - "+category,InventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},category,"","",DO_NOTHING)END;
auto inventoryDisplay=inventoryWindow->ADD("Inventory Display - "+category,InventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},category,"Item Name Label","Item Description Label",DO_NOTHING,
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(dynamic_cast<MenuItemButton*>(data.component)->GetItem());
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
return true;
})END;
if(first){
lastInventoryTypeOpened=category;
@ -92,9 +103,24 @@ void Menu::InitializeInventoryWindow(){
}
inventoryDisplay->Enable(first);
inventoryDisplay->SetCompactDescriptions(false);
yOffset+=20;
first=false;
}
#pragma endregion
#pragma region Inventory Description
float inventoryDescriptionWidth=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
inventoryWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END
->decal=true;
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;
itemIcon->SetShowQuantity(false);
itemIcon->decal=true;
inventoryWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END
->decal=true;
inventoryWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|SHADOW)END
->decal=true;
#pragma endregion
}

@ -96,7 +96,6 @@ protected:
bool disabled=false; //If set to true, this component will not be rendered or updated.
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.
bool valid=true; //If set to false, this would cause the component to be removed.
bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
vf2d labelScaling={1,1};
virtual void Update(Crawler*game);
virtual void Draw(Crawler*game,vf2d parentPos);
@ -130,4 +129,5 @@ public:
virtual void SetSelectionType(SelectionType selectionType)final;
virtual void Enable(bool enabled);
virtual void Cleanup();
bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
};

@ -60,11 +60,21 @@ protected:
MenuComponent::Update(game);
}
virtual inline void Draw(Crawler*game,vf2d parentPos)override{
if(!decal){
MenuComponent::Draw(game,parentPos);
if(icon!=nullptr){
game->DrawSprite(parentPos+rect.middle()-icon->sprite->Size()/2,icon->sprite,1,Sprite::Flip::NONE);
}
}
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
if(decal){
MenuComponent::DrawDecal(game,parentPos,focused);
if(icon!=nullptr){
game->DrawDecal(Menu::menus[parentMenu]->pos+parentPos+rect.middle()-icon->sprite->Size()/2,icon);
}
}
}
};
constexpr auto operator|(IconButtonAttr attribute,IconButtonAttr attribute2) noexcept

@ -56,6 +56,11 @@ private:
MenuType itemDescriptionMenu;
std::string itemNameLabelName;
std::string itemDescriptionLabelName;
CompactText compact=COMPACT;
bool hoverState=false;
bool runHoverFunctions=false;
MenuFunc onHover;
MenuFunc onMouseOut;
public:
int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
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)
@ -63,7 +68,13 @@ public:
draggable=false;
valid=invRef.size()>invIndex;
}
inline Item GetItem(){
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)
: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){
draggable=false;
runHoverFunctions=true;
valid=invRef.size()>invIndex;
}
inline Item&GetItem(){
return Inventory::GetItem(invRef.at(inventoryIndex).Name());
}
//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
@ -71,31 +82,67 @@ public:
if(invRef.size()<=inventoryIndex)return false;
return Inventory::UseItem(invRef.at(inventoryIndex).Name(),amt);
}
inline void SetCompactDescriptions(bool compact){
if(compact)this->compact=COMPACT;
else this->compact=NON_COMPACT;
}
protected:
virtual inline void BeforeUpdate(Crawler*game)override{
if(!hovered&&runHoverFunctions&&hoverState){
hoverState=false;
if(itemNameLabelName!=""){
Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(false);
}
if(itemDescriptionLabelName!=""){
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(false);
}
onMouseOut(MenuFuncData{*Menu::menus[parentMenu],game,this,(ScrollableWindowComponent*)(parentComponent)});
}
}
virtual inline void Update(Crawler*game)override{
MenuIconButton::Update(game);
valid=invRef.size()>inventoryIndex&&ITEM_DATA.count(invRef[inventoryIndex].Name());
std::string labelNameText;
std::string labelDescriptionText;
if(valid){
icon=invRef[inventoryIndex].Decal();
if(hovered){
if(itemNameLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label=invRef[inventoryIndex].Name();
if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label=invRef[inventoryIndex].Description();
}
labelNameText=invRef[inventoryIndex].Name();
labelDescriptionText=invRef[inventoryIndex].Description(compact);
}else{
icon=nullptr;
labelNameText="";
labelDescriptionText="";
}
if(hovered){
if(itemNameLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label="";
if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label="";
if(itemNameLabelName!=""){
Component<MenuLabel>(parentMenu,itemNameLabelName)->label=labelNameText;
}
if(itemDescriptionLabelName!=""){
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->label=labelDescriptionText;
}
if(runHoverFunctions&&!hoverState){
hoverState=true;
if(itemNameLabelName!=""&&labelNameText.length()>0){
Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(true);
}
if(itemDescriptionLabelName!=""&&labelDescriptionText.length()>0){
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(true);
}
onHover(MenuFuncData{*Menu::menus[parentMenu],game,this,(ScrollableWindowComponent*)(parentComponent)});
}
}
}
virtual inline void Draw(Crawler*game,vf2d parentPos)override{
if(!decal){
MenuIconButton::Draw(game,parentPos);
if(selected!=-1){
drawutil::DrawCrosshair(game,{parentPos+rect.pos,rect.size},0);
}
}
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
if(decal){
MenuIconButton::DrawDecal(game,parentPos,focused);
if(valid){
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...
@ -110,6 +157,7 @@ protected:
}
}
}
}
inline MenuComponent*PickUpDraggableItem()override final{
if(valid){
MenuItemButton*pickUp=NEW MenuItemButton(rect,invRef,inventoryIndex,onClick,itemDescriptionMenu,itemNameLabelName,itemDescriptionLabelName);

@ -60,13 +60,13 @@ private:
bool hideQty=false;
CompactText compact=COMPACT;
public:
inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,std::string itemNameLabelName,std::string itemDescriptionLabelName)
:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(DO_NOTHING){
inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick,attributes),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(DO_NOTHING){
draggable=false;
valid=!itemRef.IsBlank();
}
inline MenuItemItemButton(geom2d::rect<float>rect,Item&itemRef,MenuType menuDest,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,std::string itemNameLabelName="",std::string itemDescriptionLabelName="")
:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(onHover),onMouseOut(onMouseOut){
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)
:MenuIconButton(rect,(!itemRef.IsBlank())?itemRef.Decal():nullptr,menuDest,onClick,attributes),itemRef(itemRef),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),onHover(onHover),onMouseOut(onMouseOut){
runHoverFunctions=true;
draggable=false;
valid=!itemRef.IsBlank();

@ -45,16 +45,17 @@ INCLUDE_game
class MenuLabel:public MenuComponent{
private:
int scale=1;
float scale=1;
protected:
bool shadow=false;
bool centered=true;
public:
inline MenuLabel(geom2d::rect<float>rect,std::string label,int scale=1,ComponentAttr attributes=ComponentAttr::NONE)
inline MenuLabel(geom2d::rect<float>rect,std::string label,float scale=1,ComponentAttr attributes=ComponentAttr::NONE)
:MenuComponent(rect,label,MenuFunc{},ButtonAttr::UNSELECTABLE|ButtonAttr::UNSELECTABLE_VIA_KEYBOARD),scale(scale),centered(!(attributes&ComponentAttr::LEFT_ALIGN)),shadow(attributes&ComponentAttr::SHADOW){
border=attributes&ComponentAttr::OUTLINE;
this->background=attributes&ComponentAttr::BACKGROUND;
showDefaultLabel=false;
if(fmod(scale,1)>0.001)decal=true;
}
inline virtual void SetLabel(std::string text){
label=text;

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 3761
#define VERSION_BUILD 3803
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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