Lock icons implemented in equip menu. When a piece of gear is already equipped, prevent equip sounds/re-equipping of the same exact piece. Release Build 8105.

pull/57/head
sigonasr2 9 months ago
parent 6c59787373
commit d4d83a1e44
  1. 295
      Adventures in Lestoria/CharacterMenuWindow.cpp
  2. 5
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 1
      Adventures in Lestoria/assets/config/Monsters.txt
  5. BIN
      x64/Release/Adventures in Lestoria.exe

@ -46,33 +46,19 @@ All rights reserved.
#include "EquipSlotButton.h"
#include "Item.h"
#include "ScrollableWindowComponent.h"
#include "RowItemDisplay.h"
#include "AccessoryRowItemDisplay.h"
#include "SoundEffect.h"
#include "ProgressBar.h"
#include <bit>
#include "MenuItemLabel.h"
INCLUDE_game
INCLUDE_GFX
void Menu::InitializeCharacterMenuWindow(){
static bool equipmentWindowOpened=false;
static int lastEquipButtonOpened=0;
vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect<float>{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END;
namespace CharacterMenuWindow{
struct AttributeData{
std::string attrName;
const std::function<int()>calcFunc;
};
const static std::array<AttributeData,7>displayAttrs{
AttributeData{"Health",[&]()->int{return game->GetPlayer()->GetMaxHealth();}},
AttributeData{"Attack",[&]()->int{return game->GetPlayer()->GetAttack();}},
@ -82,8 +68,74 @@ void Menu::InitializeCharacterMenuWindow(){
AttributeData{"Crit Rate",[&]()->int{return ceil(game->GetPlayer()->GetCritRatePct()*100);}},
AttributeData{"Crit Dmg",[&]()->int{return ceil(game->GetPlayer()->GetCritDmgPct()*100);}},
};
const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
template<class T>
std::shared_ptr<RowItemDisplay>GenerateItemDisplay(std::shared_ptr<ScrollableWindowComponent>parent,int invIndex,const std::weak_ptr<Item>it){
auto component=parent->ADD("Equip Item "+std::to_string(invIndex),T)(geom2d::rect<float>{{2,2+invIndex*29.f},{120-15,28}},it,
[&](MenuFuncData data){
const auto SelectedEquipIsDifferent=[](std::weak_ptr<RowItemDisplay>comp){
EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
std::weak_ptr<Item>currentItem=Inventory::GetEquip(slot);
switch(slot){
case EquipSlot::RING1:
case EquipSlot::RING2:{
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
return ISBLANK(otherItem)||
(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()&&
&*comp.lock()->GetItem().lock()!=&*currentItem.lock());
}break;
default:{
return &*comp.lock()->GetItem().lock()!=&*currentItem.lock();
}
}
};
std::weak_ptr<T>comp=DYNAMIC_POINTER_CAST<T>(data.component.lock());
if(!comp.expired()){
if(SelectedEquipIsDifferent(comp)){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)));
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED);
}
for(std::weak_ptr<MenuComponent>button:DYNAMIC_POINTER_CAST<ScrollableWindowComponent>(data.parentComponent.lock())->GetComponents()){
std::weak_ptr<T>comp=DYNAMIC_POINTER_CAST<T>(button.lock());
comp.lock()->SetSelected(false);
}
comp.lock()->SetSelected(true);
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
std::shared_ptr<MenuItemItemButton>equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]);
equipButton->SetItem(comp.lock()->GetItem(),false);
}
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
},"","")END;
return component;
}
};
void Menu::InitializeCharacterMenuWindow(){
static bool equipmentWindowOpened=false;
static int lastEquipButtonOpened=0;
vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect<float>{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END;
characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)(geom2d::rect<float>{{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
->Disable();
@ -98,11 +150,11 @@ void Menu::InitializeCharacterMenuWindow(){
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Disable();
Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Disable();
Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
for(int counter=0;const AttributeData&attribute:displayAttrs){
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
}
data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1])));
data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1])));
equipmentWindowOpened=false;
return true;
})DEPTH 0 END;
@ -129,7 +181,7 @@ void Menu::InitializeCharacterMenuWindow(){
labelY-=8;
}
EquipSlot slot=EquipSlot(equipSlot);
auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)(geom2d::rect<float>{{x,y+28},{24,24}},slot,
auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+CharacterMenuWindow::slotNames[i],EquipSlotButton)(geom2d::rect<float>{{x,y+28},{24,24}},slot,
[&](MenuFuncData data){
EquipSlot slot=EquipSlot(data.component.lock()->I(Attribute::EQUIP_TYPE));
data.menu.I(A::EQUIP_TYPE)=int(slot);
@ -147,50 +199,45 @@ void Menu::InitializeCharacterMenuWindow(){
std::shared_ptr<ScrollableWindowComponent>equipList=Component<ScrollableWindowComponent>(data.component.lock()->parentMenu,"Equip List");
equipList->RemoveAllComponents();
for(int counter=0;const std::weak_ptr<Item>it:availableEquipment){
const static auto OppositeRingSlotDoesNotMatchCurrentEquip=[](std::weak_ptr<RowItemDisplay>comp){
EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
return ISBLANK(otherItem)||(&*comp.lock()->GetItem().lock()!=&*otherItem.lock());
};
auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)(geom2d::rect<float>{{2,2+counter*29.f},{120-15,28}},it,
[](MenuFuncData data){
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
if(!comp.expired()){
if(OppositeRingSlotDoesNotMatchCurrentEquip(comp.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)));
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED);
}
for(std::weak_ptr<MenuComponent>button:DYNAMIC_POINTER_CAST<ScrollableWindowComponent>(data.parentComponent.lock())->GetComponents()){
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(button.lock());
comp.lock()->SetSelected(false);
}
comp.lock()->SetSelected(true);
for(int counter=0;const AttributeData&attribute:displayAttrs){
std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
std::shared_ptr<MenuItemItemButton>equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]);
equipButton->SetItem(comp.lock()->GetItem(),false);
}
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
},"Item Name","Item Description")END;
std::shared_ptr<RowItemDisplay>equip;
const bool isAccessorySlot=slot&(EquipSlot::RING1|EquipSlot::RING2);
if(isAccessorySlot){
equip=CharacterMenuWindow::GenerateItemDisplay<AccessoryRowItemDisplay>(equipList,counter,it);
}else{
equip=CharacterMenuWindow::GenerateItemDisplay<RowItemDisplay>(equipList,counter,it);
}
equip->SetHoverFunc(
[&](MenuFuncData data){
const auto SelectedEquipIsDifferent=[](std::weak_ptr<RowItemDisplay>comp){
EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
std::weak_ptr<Item>currentItem=Inventory::GetEquip(slot);
switch(slot){
case EquipSlot::RING1:
case EquipSlot::RING2:{
std::weak_ptr<Item>otherItem;
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
return ISBLANK(otherItem)||
(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()&&
&*comp.lock()->GetItem().lock()!=&*currentItem.lock());
}break;
default:{
return &*comp.lock()->GetItem().lock()!=&*currentItem.lock();
}
}
};
if(!data.component.lock()->GetSubcomponentParent().expired())return true;
std::weak_ptr<RowItemDisplay>button=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
if(!button.expired()){
const std::weak_ptr<Item>buttonItem=button.lock()->GetItem();
std::vector<float>statsBeforeEquip;
EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE));
for(const AttributeData&attribute:displayAttrs){
for(const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
statsBeforeEquip.push_back(attribute.calcFunc());
}
@ -202,9 +249,9 @@ void Menu::InitializeCharacterMenuWindow(){
if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
else
if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
if(SelectedEquipIsDifferent(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
Inventory::EquipItem(buttonItem,slot);
for(int counter=0;const AttributeData&attribute:displayAttrs){
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
int statChangeAmt=attribute.calcFunc()-statsBeforeEquip[counter];
statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt);
@ -222,6 +269,10 @@ void Menu::InitializeCharacterMenuWindow(){
if(slot&EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1);
}
}
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->SetItem(buttonItem);
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->SetItem(buttonItem);
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->Enable();
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->Enable();
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
@ -229,11 +280,13 @@ void Menu::InitializeCharacterMenuWindow(){
});
equip->SetMouseOutFunc(
[](MenuFuncData data){
for(int counter=0;const AttributeData&attribute:displayAttrs){
for(int counter=0;const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label");
statDisplayLabel.lock()->SetStatChangeAmt(0);
counter++;
}
Component<MenuItemLabel>(data.menu.GetType(),"Item Name")->Disable();
Component<MenuItemLabel>(data.menu.GetType(),"Item Description")->Disable();
return true;
});
@ -259,7 +312,7 @@ void Menu::InitializeCharacterMenuWindow(){
auto equipmentList=equipList->GetComponents();
auto itemEquipped=std::find_if(equipmentList.begin(),equipmentList.end(),[&](std::weak_ptr<MenuComponent>&component){
return !ISBLANK(Inventory::GetEquip(slot))&&&*DYNAMIC_POINTER_CAST<RowItemDisplay>(component)->GetItem().lock()==&*Inventory::GetEquip(slot).lock();
return !ISBLANK(Inventory::GetEquip(slot))&&component.lock()->GetSubcomponentParent().expired()&&&*DYNAMIC_POINTER_CAST<RowItemDisplay>(component)->GetItem().lock()==&*Inventory::GetEquip(slot).lock();
});
if(itemEquipped!=equipmentList.end()){
data.menu.SetSelection(*itemEquipped,true,true);
@ -301,24 +354,23 @@ void Menu::InitializeCharacterMenuWindow(){
equipmentSlot->SetShowQuantity(false);
equipmentSlot->SetCompactDescriptions(false);
equipSlot<<=1;
characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)(geom2d::rect<float>{{labelX,labelY},{24,16}},slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END;
characterMenuWindow->ADD("Equip Label "+CharacterMenuWindow::slotNames[i],PopupMenuLabel)(geom2d::rect<float>{{labelX,labelY},{24,16}},CharacterMenuWindow::slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END;
Menu::AddEquipStatListener(equipmentSlot);
}
characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect<float>{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
int yOffset=0;
for(const AttributeData&attribute:displayAttrs){
for(const CharacterMenuWindow::AttributeData&attribute:CharacterMenuWindow::displayAttrs){
std::string attrStr=GetLabelText(ItemAttribute::Get(attribute.attrName));
auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label",StatLabel)(geom2d::rect<float>{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute.attrName),attribute.calcFunc,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
//Menu::AddEquipStatListener(attrLabel);
yOffset+=20;
}
characterMenuWindow->ADD("Back button",MenuComponent)(geom2d::rect<float>{{windowSize.x/2-64,windowSize.y-4.f},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END;
auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)(geom2d::rect<float>{{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuItemLabel)(geom2d::rect<float>{{0,28},{120,12}},std::weak_ptr<Item>{},ITEM_NAME,1.f,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuItemLabel)(geom2d::rect<float>{{0,40},{120,windowSize.y-49}},std::weak_ptr<Item>{},ITEM_DESCRIPTION,1.f,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)(geom2d::rect<float>{{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)(geom2d::rect<float>{{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
@ -329,7 +381,7 @@ void Menu::InitializeCharacterMenuWindow(){
characterMenuWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
returnData=std::format("Equip Slot {}",slotNames[0]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[0]);
},
{ //Button Key
{{game->KEY_SHOULDER,Pressed},{"Scroll",[](MenuType type){}}},
@ -422,6 +474,27 @@ void Menu::InitializeCharacterMenuWindow(){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{game->KEY_SELECT,{[](MenuFuncData data){
if(!data.menu.GetSelection().expired()&&
!data.menu.GetSelection().lock()->parentComponent.expired()&&
data.menu.GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"
&&data.component.lock()->GetSubcomponentParent().expired()
&&EquipSlot(data.menu.I(A::EQUIP_TYPE))&(EquipSlot::RING1|EquipSlot::RING2)){
if(DYNAMIC_POINTER_CAST<AccessoryRowItemDisplay>(data.menu.GetSelection().lock())->GetItem().lock()->IsLocked()){
return "Unlock";
}else{
return "Lock";
}
}
return "";
},[](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"
&&Menu::menus[type]->GetSelection().lock()->GetSubcomponentParent().expired()){
DYNAMIC_POINTER_CAST<AccessoryRowItemDisplay>(Menu::menus[type]->GetSelection().lock())->GetLockButton().lock()->Click();
}
}}},
}
,{ //Button Navigation Rules
{"Equip List",{
@ -451,11 +524,11 @@ void Menu::InitializeCharacterMenuWindow(){
},
.left=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
},
.right=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
}
}},
{"Equip Selection Select Button",{
@ -475,108 +548,108 @@ void Menu::InitializeCharacterMenuWindow(){
},
.left=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
},
.right=[](MenuType type,Data&returnData){
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
}
}},
{std::format("Equip Slot {}", slotNames[0]),{
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),{
.up="Back button",
.down=std::format("Equip Slot {}", slotNames[2]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.left=[&](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[1]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[1]);
}
},
.right=std::format("Equip Slot {}", slotNames[1]),}},
{std::format("Equip Slot {}", slotNames[1]),{
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),{
.up="Back button",
.down=std::format("Equip Slot {}", slotNames[3]),
.left=std::format("Equip Slot {}", slotNames[0]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[0]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[0]);
}
},}},
{std::format("Equip Slot {}", slotNames[2]),{
.up=std::format("Equip Slot {}", slotNames[0]),
.down=std::format("Equip Slot {}", slotNames[4]),
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[3]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[3]);
}
},
.right=std::format("Equip Slot {}", slotNames[3]),}},
{std::format("Equip Slot {}", slotNames[3]),{
.up=std::format("Equip Slot {}", slotNames[1]),
.down=std::format("Equip Slot {}", slotNames[5]),
.left=std::format("Equip Slot {}", slotNames[2]),
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),}},
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[1]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[2]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[2]);
}
},}},
{std::format("Equip Slot {}", slotNames[4]),{
.up=std::format("Equip Slot {}", slotNames[2]),
.down=std::format("Equip Slot {}", slotNames[6]),
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[2]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[6]),
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[5]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[5]);
}
},
.right=std::format("Equip Slot {}", slotNames[5]),
.right=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
}},
{std::format("Equip Slot {}", slotNames[5]),{
.up=std::format("Equip Slot {}", slotNames[3]),
.down=std::format("Equip Slot {}", slotNames[7]),
.left=std::format("Equip Slot {}", slotNames[4]),
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[3]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[4]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[4]);
}
},}},
{std::format("Equip Slot {}", slotNames[6]),{
.up=std::format("Equip Slot {}", slotNames[4]),
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[6]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[4]),
.down="Back button",
.left=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[7]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[7]);
}
},
.right=std::format("Equip Slot {}",slotNames[7]),
.right=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[7]),
}},
{std::format("Equip Slot {}", slotNames[7]),{
.up=std::format("Equip Slot {}", slotNames[5]),
{std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),{
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[5]),
.down="Back button",
.left=std::format("Equip Slot {}",slotNames[6]),
.left=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]),
.right=[](MenuType type,Data&returnData){
if(equipmentWindowOpened){
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
}else{
returnData=std::format("Equip Slot {}",slotNames[6]);
returnData=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]);
}
},}},
{"Back button",{
.up=std::format("Equip Slot {}", slotNames[7]),
.down=std::format("Equip Slot {}", slotNames[0]),
.left=std::format("Equip Slot {}", slotNames[7]),
.right=std::format("Equip Slot {}",slotNames[6]),
.up=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.down=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[0]),
.left=std::format("Equip Slot {}", CharacterMenuWindow::slotNames[7]),
.right=std::format("Equip Slot {}",CharacterMenuWindow::slotNames[6]),
}},
});
}

@ -10,7 +10,4 @@ should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Funny text colors with text color override on blacksmith menu
Toggle for displaying error messages
Pressing down from the - button on sherman should move to the craft button as well.
Inventory menu still not blinking
Pressing R2/L2 scrolls through monster loot/stage loot window REALLY fast
Toggle for displaying error messages

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 5
#define VERSION_PATCH 1
#define VERSION_BUILD 8087
#define VERSION_BUILD 8105
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -141,6 +141,7 @@ Monsters
# Jump property overrides
JumpTimer = 10.0
JumpDelayTime = 1.2
JumpAttackDamage = 20
JumpKnockbackFactor = 50.0
JumpMoveSpd = 90

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