Added locked item sound effect. Fixed label member being protected accessible, now private requiring all children to access through SetLabel. Fix reversed logic check for locked craftable items. Added controller compatibility for consumable item crafting selection window. Release Build 7291.

pull/35/head
sigonasr2 9 months ago
parent fd994c580d
commit e5ace36a60
  1. 7
      Adventures in Lestoria/BlacksmithCraftingWindow.cpp
  2. 1
      Adventures in Lestoria/BuyItemWindow.cpp
  3. 85
      Adventures in Lestoria/ConsumableCraftingWindow.cpp
  4. 4
      Adventures in Lestoria/EnhancementStatsLabel.h
  5. 1
      Adventures in Lestoria/MainMenuWindow.cpp
  6. 2
      Adventures in Lestoria/MenuComponent.h
  7. 18
      Adventures in Lestoria/MenuLabel.h
  8. 4
      Adventures in Lestoria/MenuType.h
  9. 12
      Adventures in Lestoria/PopupMenuLabel.h
  10. 4
      Adventures in Lestoria/RequiredMaterialsList.h
  11. 9
      Adventures in Lestoria/RowItemDisplay.h
  12. 2
      Adventures in Lestoria/SaveFileNameButton.h
  13. 4
      Adventures in Lestoria/Slider.h
  14. 4
      Adventures in Lestoria/TODO.txt
  15. 2
      Adventures in Lestoria/TextEntryLabel.h
  16. 2
      Adventures in Lestoria/Version.h
  17. 5
      Adventures in Lestoria/assets/config/audio/events.txt
  18. BIN
      Adventures in Lestoria/assets/sounds/lock.ogg
  19. BIN
      x64/Release/Adventures in Lestoria.exe

@ -43,6 +43,7 @@ All rights reserved.
#include "RowInventoryScrollableWindowComponent.h"
#include "EnhancementStatsLabel.h"
#include "RequiredMaterialsList.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
@ -83,6 +84,7 @@ void Menu::InitializeBlacksmithCraftingWindow(){
}else{
data.menu.SetSelection(std::weak_ptr<MenuComponent>(Component<MenuComponent>(data.menu.GetType(),"Leave Button")));
}
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
return true;
})END;
weaponTab->selected=true;
@ -98,6 +100,7 @@ void Menu::InitializeBlacksmithCraftingWindow(){
}else{
data.menu.SetSelection(std::weak_ptr<MenuComponent>(Component<MenuComponent>(data.menu.GetType(),"Leave Button")));
}
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
return true;
})END;
armorTab->selectionType=SelectionType::HIGHLIGHT;
@ -237,8 +240,8 @@ void Menu::InitializeBlacksmithCraftingWindow(){
{game->KEY_BACK,{"Leave",[](MenuType type){
Menu::CloseMenu();
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
@ -264,7 +267,7 @@ void Menu::InitializeBlacksmithCraftingWindow(){
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Weapon Tab",{

@ -134,6 +134,7 @@ void Menu::InitializeBuyItemWindow(){
Component<MenuComponent>(type,"Increase buy amount Button")->Click();
}
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Back",[](MenuType type){
Menu::CloseMenu();
}}},

@ -44,6 +44,7 @@ All rights reserved.
#include "RowInventoryScrollableWindowComponent.h"
#include "EnhancementStatsLabel.h"
#include "RequiredMaterialsList.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
@ -52,9 +53,13 @@ INCLUDE_GFX
void Menu::InitializeConsumableCraftingWindow(){
Menu*consumableCraftingWindow=CreateMenu(CRAFT_CONSUMABLE,CENTERED,game->GetScreenSize()-vi2d{52,52});
float windowWidth=consumableCraftingWindow->size.x;
consumableCraftingWindow->ADD("Craft Consumables Header",MenuLabel)(geom2d::rect<float>{{0,0},{windowWidth,24}},"Consumable Crafting",2.f,ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::OUTLINE)END;
#pragma region Craftables Inventory Display
auto craftingItemsDisplay=consumableCraftingWindow->ADD("Crafting Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label",
auto craftingItemsDisplay=consumableCraftingWindow->ADD("Crafting Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0,28},{222,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
const std::weak_ptr<Item>item=comp.lock()->GetItem();
@ -65,6 +70,8 @@ void Menu::InitializeConsumableCraftingWindow(){
Component<MenuComponent>(CONSUMABLE_CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
if(item.lock()->GetEnhancementInfo()[0].chapterAvailable<=game->GetCurrentChapter()){
Menu::OpenMenu(CONSUMABLE_CRAFT_ITEM);
}else{
SoundEffect::PlaySFX("Locked Item",SoundEffect::CENTERED);
}
return true;
},
@ -83,7 +90,7 @@ void Menu::InitializeConsumableCraftingWindow(){
return true;
},
InventoryCreator::RowPlayerWeapons_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={207,28}}
InventoryWindowOptions{.padding=1,.size={209,28}}
)END;
craftingItemsDisplay->SetCompactDescriptions(CRAFTING_INFO);
@ -134,4 +141,78 @@ void Menu::InitializeConsumableCraftingWindow(){
Menu::CloseMenu();
return true;
},vf2d{2.f,2.f})END;
consumableCraftingWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
auto&craftingList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(craftingList.size()>0){
returnData=craftingList[0];
}else{
returnData="Back Button";
}
},
{ //Button Key
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Back",[](MenuType type){
Menu::CloseMenu();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Back Button",{
.up=[](MenuType type,Data&returnData){
auto&itemList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(itemList.size()>0){
returnData=itemList[itemList.size()-1];
}else{
returnData="Back Button";
}
},
.down=[](MenuType type,Data&returnData){
auto&itemList=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display")->GetComponents();
if(itemList.size()>0){
returnData=itemList[0];
}else{
returnData="Back Button";
}
},}},
{"Crafting Inventory Display",{
.up=[](MenuType type,Data&returnData){
auto itemDisplay=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display");
size_t selectedIndex=itemDisplay->GetComponentIndex(Menu::menus[type]->GetSelection());
if(selectedIndex!=itemDisplay->GetComponents().size()){
selectedIndex--;
if(selectedIndex>=itemDisplay->GetComponents().size()){
returnData="Back Button";
}else{
returnData=itemDisplay->GetComponents()[selectedIndex];
}
}else ERR("WARNING! Could not get selected item within crafting inventory display! THIS SHOULD NOT BE HAPPENING!")
},
.down=[](MenuType type,Data&returnData){
auto itemDisplay=Component<RowInventoryScrollableWindowComponent>(type,"Crafting Inventory Display");
size_t selectedIndex=itemDisplay->GetComponentIndex(Menu::menus[type]->GetSelection());
if(selectedIndex!=itemDisplay->GetComponents().size()){
selectedIndex++;
if(selectedIndex>=itemDisplay->GetComponents().size()){
returnData="Back Button";
}else{
returnData=itemDisplay->GetComponents()[selectedIndex];
}
}else ERR("WARNING! Could not get selected item within crafting inventory display! THIS SHOULD NOT BE HAPPENING!")
},}},
});
}

@ -55,14 +55,14 @@ protected:
inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
MenuComponent::DrawDecal(window,focused);
vf2d adjustedScale={scale,scale};
vf2d labelTextSize=vf2d(game->GetWrappedTextSizeProp(label,rect.size.x,adjustedScale));
vf2d labelTextSize=vf2d(game->GetWrappedTextSizeProp(GetLabel(),rect.size.x,adjustedScale));
if(fitToLabel){
float sizeRatio=((labelTextSize*adjustedScale).x)/(rect.size.x-2);
if(sizeRatio>1){
adjustedScale.x/=sizeRatio;
}
labelTextSize=vf2d(game->GetTextSizeProp(label)*adjustedScale);
labelTextSize=vf2d(game->GetTextSizeProp(GetLabel())*adjustedScale);
}
vf2d drawPos=rect.middle()-vf2d{labelTextSize}/2; //Assume centered.

@ -74,7 +74,6 @@ void Menu::InitializeMainMenuWindow(){
}
},
{ //Button Key
{game->KEY_BACK,{"Back",[](MenuType type){}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules

@ -96,13 +96,13 @@ private:
SelectionType selectionType=CROSSHAIR;
bool disableOutsideWindow=false; //If set to true, this component was automatically set to not be renderable outside the window.
bool disable=false; //If set to true, this component will not be rendered or updated.
std::string label="";
protected:
int depth=0;
float hoverEffect=0;
std::string name="";
geom2d::rect<float>rect;
vf2d originalPos;
std::string label;
bool border=true;
bool draggable=false;
bool background=true;

@ -67,7 +67,7 @@ public:
fitToLabel=attributes&ComponentAttr::FIT_TO_LABEL;
}
inline virtual void SetLabel(std::string text)override{
label=text;
MenuComponent::SetLabel(text);
if(runOnLabelChangeFunc)onLabelChangeFunc(text);
}
protected:
@ -79,14 +79,14 @@ protected:
vf2d adjustedScale={scale,scale};
vf2d labelTextSize=
proportional?
vf2d(game->GetWrappedTextSizeProp(label,rect.size.x-2,adjustedScale)):
vf2d(game->GetWrappedTextSize(label,rect.size.x-2,adjustedScale));
vf2d(game->GetWrappedTextSizeProp(GetLabel(),rect.size.x-2,adjustedScale)):
vf2d(game->GetWrappedTextSize(GetLabel(),rect.size.x-2,adjustedScale));
if(fitToLabel){
labelTextSize=
proportional?
vf2d(game->GetTextSizeProp(label)*adjustedScale):
vf2d(game->GetTextSize(label)*adjustedScale);
vf2d(game->GetTextSizeProp(GetLabel())*adjustedScale):
vf2d(game->GetTextSize(GetLabel())*adjustedScale);
float sizeRatio=(labelTextSize.x)/(rect.size.x-2);
if(sizeRatio>1){
adjustedScale.x/=sizeRatio;
@ -105,15 +105,15 @@ protected:
if(shadow){
if(proportional){
window.DrawShadowStringPropDecal(drawPos,label,WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
window.DrawShadowStringPropDecal(drawPos,GetLabel(),WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
}else{
window.DrawShadowStringDecal(drawPos,label,WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
window.DrawShadowStringDecal(drawPos,GetLabel(),WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
}
}else{
if(proportional){
window.DrawStringPropDecal(drawPos,label,WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
window.DrawStringPropDecal(drawPos,GetLabel(),WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
}else{
window.DrawStringDecal(drawPos,label,WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
window.DrawStringDecal(drawPos,GetLabel(),WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x-2,1.0f);
}
}
}

@ -41,7 +41,7 @@ enum MenuType{
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_START,///////////////////////////////
///////////////////////////////////////////////////////////
// 60% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
// 64% Controller Compatibility. (100 total items, 4 items per menu * 25 menus)
INVENTORY_CONSUMABLES, //100% Controller Compatibility
CLASS_INFO, //100% Controller Compatibility
CLASS_SELECTION, //100% Controller Compatibility
@ -57,7 +57,7 @@ enum MenuType{
SELL_ITEM, //100% Controller Compatibility
BLACKSMITH, //100% Controller Compatibility
CRAFT_ITEM, //100% Controller Compatibility
CRAFT_CONSUMABLE, //0% Controller Compatibility
CRAFT_CONSUMABLE, //100% Controller Compatibility
CONSUMABLE_CRAFT_ITEM, //0% Controller Compatibility
SAVE_FILE_NAME, //100% Controller Compatibility
LOAD_GAME, //75% Controller Compatibility - Online Mode Tab switching

@ -58,10 +58,10 @@ protected:
MenuLabel::Update(game);
}
virtual void inline DrawDecal(ViewPort&window,bool focused)override{
if(label.length()>0){
vf2d drawPos=rect.middle()-vf2d{game->GetWrappedTextSizeProp(label,int(rect.size.x-1),scale)}*scale/2; //Assume centered.
if(GetLabel().length()>0){
vf2d drawPos=rect.middle()-vf2d{game->GetWrappedTextSizeProp(GetLabel(),int(rect.size.x-1),scale)}*scale/2; //Assume centered.
if(!centered){
drawPos=vf2d{rect.pos.x+2,rect.middle().y-game->GetWrappedTextSizeProp(label,int(rect.size.x-1),scale).y/2}; //We should at least vertically align here.
drawPos=vf2d{rect.pos.x+2,rect.middle().y-game->GetWrappedTextSizeProp(GetLabel(),int(rect.size.x-1),scale).y/2}; //We should at least vertically align here.
}
if(background){
window.FillRectDecal(rect.pos,rect.size,PixelLerp(Menu::themes[Menu::themeSelection].GetButtonCol(),Menu::themes[Menu::themeSelection].GetHighlightCol(),hoverEffect/"ThemeGlobal.HighlightTime"_F));
@ -70,12 +70,12 @@ protected:
window.DrawRectDecal(rect.pos,rect.size);
}
if(showDefaultLabel){
window.DrawStringPropDecal(rect.pos+rect.size/2-game->GetWrappedTextSizeProp(label,int(rect.size.x-1),scale)/2,label,WHITE,{1,1},int(rect.size.x-1));
window.DrawStringPropDecal(rect.pos+rect.size/2-game->GetWrappedTextSizeProp(GetLabel(),int(rect.size.x-1),scale)/2,GetLabel(),WHITE,{1,1},int(rect.size.x-1));
}
if(shadow){
window.DrawShadowStringPropDecal(drawPos,label,WHITE,BLACK,scale,int(rect.size.x-1));
window.DrawShadowStringPropDecal(drawPos,GetLabel(),WHITE,BLACK,scale,int(rect.size.x-1));
}else{
window.DrawStringPropDecal(drawPos,label,WHITE,scale,int(rect.size.x-1));
window.DrawStringPropDecal(drawPos,GetLabel(),WHITE,scale,int(rect.size.x-1));
}
}
}

@ -59,14 +59,14 @@ protected:
inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
MenuComponent::DrawDecal(window,focused);
vf2d adjustedScale={scale,scale};
vf2d labelTextSize=vf2d(game->GetWrappedTextSizeProp(label,rect.size.x,adjustedScale));
vf2d labelTextSize=vf2d(game->GetWrappedTextSizeProp(GetLabel(),rect.size.x,adjustedScale));
if(fitToLabel){
float sizeRatio=((labelTextSize*adjustedScale).x)/(rect.size.x-2);
if(sizeRatio>1){
adjustedScale.x/=sizeRatio;
}
labelTextSize=vf2d(game->GetTextSizeProp(label)*adjustedScale);
labelTextSize=vf2d(game->GetTextSizeProp(GetLabel())*adjustedScale);
}
if(itemRef.lock()->EnhancementIsPossible()){

@ -80,7 +80,8 @@ public:
}
if(locked){
window.FillRectDecal(rect.pos+vf2d{1,1},rect.size-vf2d{1,1},BLACK);
Pixel col=PixelLerp(BLACK,VERY_DARK_GREY,hoverEffect/"ThemeGlobal.HighlightTime"_F);
window.FillRectDecal(rect.pos+vf2d{1,1},rect.size-vf2d{1,1},col);
}
float scaleFactor=(rect.size.y-4)/24;
@ -214,16 +215,16 @@ public:
labelNameText="";
labelDescriptionText="";
}
if(hideLabelWhileLocked&&itemRef.lock()->EnhancementIsPossible()&&itemRef.lock()->CanEnhanceItem()){
if(hideLabelWhileLocked&&itemRef.lock()->GetEnhancementInfo()[0].chapterAvailable>game->GetCurrentChapter()){
std::for_each(labelNameText.begin(),labelNameText.end(),[](char&c){if(c>='0'&&c<='z'){c='?';}});
std::for_each(labelDescriptionText.begin(),labelDescriptionText.end(),[](char&c){if(c>='0'&&c<='z'){c='?';}});
}
if(itemNameLabelName!=""){
Component<MenuLabel>(parentMenu,itemNameLabelName)->label=labelNameText;
Component<MenuLabel>(parentMenu,itemNameLabelName)->SetLabel(labelNameText);
Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable();
}
if(itemDescriptionLabelName!=""){
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->label=labelDescriptionText;
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel(labelDescriptionText);
Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable();
}
}

@ -48,6 +48,6 @@ public:
inline void Update(AiL*game)override{
MenuComponent::Update(game);
label=SaveFile::GetSaveFileName();
SetLabel(std::string(SaveFile::GetSaveFileName()));
}
};

@ -112,8 +112,8 @@ public:
backCol=DARK_GREY;
}
vf2d labelSize=game->GetTextSizeProp(label);
window.DrawShadowStringPropDecal(vf2d{rect.pos.x-8-labelSize.x,rect.pos.y+rect.size.y/2-labelSize.y/2},label);
vf2d labelSize=game->GetTextSizeProp(GetLabel());
window.DrawShadowStringPropDecal(vf2d{rect.pos.x-8-labelSize.x,rect.pos.y+rect.size.y/2-labelSize.y/2},GetLabel());
window.FillRectDecal(vf2d{rect.pos.x+4,rect.pos.y+rect.size.y/2-1}+vf2d{0.f,1.f},{rect.size.x-8,2},BLACK);
window.FillRectDecal(vf2d{rect.pos.x+4,rect.pos.y+rect.size.y/2-1},{rect.size.x-8,2});

@ -35,4 +35,6 @@ January 31st
- Fullscreen toggle
- Condense stage track (loading times)
- Condense stage track (loading times)
- If you enter the keyboard config menu and press a controller button, it cancels the request. If you enter the controller config menu and press a keyboard/mouse button, it also cancels the request.

@ -79,7 +79,7 @@ public:
inline virtual void SetInput(std::string text){
game->TextEntrySetString(text);
label=text;
SetLabel(text);
if(runOnLabelChangeFunc)onLabelChangeFunc(text);
}

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 3
#define VERSION_PATCH 0
#define VERSION_BUILD 7259
#define VERSION_BUILD 7291
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -78,6 +78,11 @@ Events
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = item_sell.ogg, 80%
}
Locked Item
{
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = lock.ogg, 100%
}
Enhance Item
{
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)

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