Slider component implemented.
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@ -458,6 +458,7 @@
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</ClInclude>
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</ClInclude>
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<ClInclude Include="ScrollableWindowComponent.h" />
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<ClInclude Include="ScrollableWindowComponent.h" />
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<ClInclude Include="InventoryScrollableWindowComponent.h" />
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<ClInclude Include="InventoryScrollableWindowComponent.h" />
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<ClInclude Include="Slider.h" />
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<ClInclude Include="SoundEffect.h" />
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<ClInclude Include="SoundEffect.h" />
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<ClInclude Include="SpawnEncounterLabel.h" />
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<ClInclude Include="SpawnEncounterLabel.h" />
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<ClInclude Include="State.h" />
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<ClInclude Include="State.h" />
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@ -420,6 +420,9 @@
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<ClInclude Include="SoundEffect.h">
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<ClInclude Include="SoundEffect.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="Slider.h">
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="Player.cpp">
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<ClCompile Include="Player.cpp">
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@ -207,7 +207,7 @@ public:
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safemap<int/*Y*/,std::vector<MenuComponent*>>keyboardButtons; //Button ordered storage for keyboard/menu
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safemap<int/*Y*/,std::vector<MenuComponent*>>keyboardButtons; //Button ordered storage for keyboard/menu
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static Theme&GetCurrentTheme();
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static Theme&GetCurrentTheme();
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bool UsingMouseNavigation();
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static bool UsingMouseNavigation();
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void SetMouseNavigation(bool mouseNavigation);
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void SetMouseNavigation(bool mouseNavigation);
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static void InventorySlotsUpdated(ITCategory cat); //Called whenever the player's inventory gets modified.
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static void InventorySlotsUpdated(ITCategory cat); //Called whenever the player's inventory gets modified.
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static void MerchantInventorySlotsUpdated(ITCategory cat); //Called whenever a traveling merchant's inventory item gets updated.
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static void MerchantInventorySlotsUpdated(ITCategory cat); //Called whenever a traveling merchant's inventory item gets updated.
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120
Adventures in Lestoria/Slider.h
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120
Adventures in Lestoria/Slider.h
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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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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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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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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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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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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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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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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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#pragma once
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#include "MenuComponent.h"
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#include "AdventuresInLestoria.h"
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#include "Error.h"
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INCLUDE_game
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INCLUDE_GFX
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class Slider:public MenuComponent{
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bool dragging=false;
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float&val; //0.f-1.f
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std::pair<int,int>minMaxDisplayValues;
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//A slider component with a right-aligned label to the left, and a value display on the right-hand side.
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//valRef is between 0-1.
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//minMaxDisplayValues are visual only.
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inline Slider(const geom2d::rect<float>&rect,const std::string&label,float&valRef,const std::pair<int,int>&minMaxDisplayValues={0,100},const ButtonAttr&attributes=ButtonAttr::NONE)
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:MenuComponent(rect,label,DO_NOTHING,attributes),val(valRef),minMaxDisplayValues(minMaxDisplayValues){
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if(minMaxDisplayValues.first>minMaxDisplayValues.second)ERR(std::format("WARNING! The first value provided for component {} is greater than the second! {} > {}",name,minMaxDisplayValues.first,minMaxDisplayValues.second));
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}
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//Gets the absolute X position of the slider.
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float GetSliderX(){
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return rect.pos.x+rect.size.x*val;
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}
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float GetSliderVal(float x){
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return (x-rect.pos.x)/rect.size.x;
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}
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int GetValueDisplay(){
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int diff=minMaxDisplayValues.second-minMaxDisplayValues.first;
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return diff*val+minMaxDisplayValues.first;
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}
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inline virtual void Update(AiL*game)override final{
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MenuComponent::Update(game);
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if(disabled)return;
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if(hovered&&(game->KEY_CONFIRM.Pressed()||game->GetMouse(Mouse::LEFT).bPressed)){
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dragging=true;
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}
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if(dragging){
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if(Menu::UsingMouseNavigation()){
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val=GetSliderVal(game->GetMouseX());
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}else{
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if(game->KEY_LEFT.Held()){
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val-=1.f*game->GetElapsedTime();
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}
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if(game->KEY_RIGHT.Held()){
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val+=1.f*game->GetElapsedTime();
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}
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}
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val=std::clamp(val,0.f,1.f);
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if(game->KEY_CONFIRM.Released()||game->GetMouse(Mouse::LEFT).bReleased){
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dragging=false;
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}
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}
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}
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inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
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Pixel backCol=PixelLerp(Menu::themes[Menu::themeSelection].GetButtonCol(),Menu::themes[Menu::themeSelection].GetHighlightCol(),hoverEffect/"ThemeGlobal.HighlightTime"_F);
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if(grayedOut){
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backCol=DARK_GREY;
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}
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vf2d labelSize=game->GetTextSizeProp(label);
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window.DrawShadowStringPropDecal({rect.pos.x-2-labelSize.x,rect.pos.y+rect.size.y/2-labelSize.y/2},label);
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window.FillRectDecal({rect.pos.x,rect.pos.y+rect.size.y/2-1},{rect.size.x,2});
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window.DrawRotatedDecal({GetSliderX(),rect.pos.y+rect.size.y/2},GFX["circle.png"].Decal(),0.f,vf2d(GFX["circle.png"].Sprite()->Size())/2.f,{2.f,2.f},backCol);
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std::string valDisplayText=std::to_string(GetValueDisplay());
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vf2d valDisplayTextSize=game->GetTextSize(valDisplayText);
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vf2d valDisplayOutlinePos={rect.pos.x+rect.size.x+2,rect.pos.y};
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window.DrawRectDecal(valDisplayOutlinePos,valDisplayTextSize+vf2d{4,4});
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window.DrawShadowStringDecal(valDisplayOutlinePos+vf2d{2,2},valDisplayText);
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}
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};
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