Show item loadout inputs on the item loadout menu. Fix bug causing item loadout menu item descriptions/names to not update when hovering over the item icons. Release Version 8207.
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@ -401,6 +401,7 @@
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="MenuItemLoadoutButton.h" />
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<ClInclude Include="MenuType.h">
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<ClInclude Include="MenuType.h">
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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@ -483,6 +483,9 @@
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<ClInclude Include="MenuItemLabel.h">
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<ClInclude Include="MenuItemLabel.h">
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<Filter>Header Files\Interface</Filter>
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<Filter>Header Files\Interface</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="MenuItemLoadoutButton.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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@ -39,7 +39,7 @@ All rights reserved.
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#include "DEFINES.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "MenuLabel.h"
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#include "MenuItemItemButton.h"
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#include "MenuItemLoadoutButton.h"
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#include "State_OverworldMap.h"
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#include "State_OverworldMap.h"
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INCLUDE_game
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INCLUDE_game
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@ -57,41 +57,50 @@ void Menu::InitializeItemLoadoutWindow(){
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float buttonBorderPadding=64;
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float buttonBorderPadding=64;
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itemLoadoutWindow->ADD("Loadout Item 1",MenuItemItemButton)(geom2d::rect<float>{{64,84},{48,48}},game->GetLoadoutItem(0),[](MenuFuncData data){
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itemLoadoutWindow->ADD("Loadout Item 1",MenuItemLoadoutButton)(geom2d::rect<float>{{64,90},{48,48}},0,[](MenuFuncData data){
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=0;
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=0;
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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return true;
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return true;
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},"Item Name Label","Item Description")END
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})END
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->SetIconScale({2.f,2.f});
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->SetIconScale({2.f,2.f});
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itemLoadoutWindow->ADD("Loadout Item 2",MenuItemItemButton)(geom2d::rect<float>{{itemLoadoutWindowWidth/2-24,84},{48,48}},game->GetLoadoutItem(1),[](MenuFuncData data){
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itemLoadoutWindow->ADD("Loadout Item 2",MenuItemLoadoutButton)(geom2d::rect<float>{{itemLoadoutWindowWidth/2-24,90},{48,48}},1,[](MenuFuncData data){
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=1;
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=1;
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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return true;
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return true;
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},"Item Name Label","Item Description")END
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})END
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->SetIconScale({2.f,2.f});
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->SetIconScale({2.f,2.f});
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itemLoadoutWindow->ADD("Loadout Item 3",MenuItemItemButton)(geom2d::rect<float>{{itemLoadoutWindowWidth-48-64,84},{48,48}},game->GetLoadoutItem(2),[](MenuFuncData data){
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itemLoadoutWindow->ADD("Loadout Item 3",MenuItemLoadoutButton)(geom2d::rect<float>{{itemLoadoutWindowWidth-48-64,90},{48,48}},2,[](MenuFuncData data){
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=2;
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Menu::menus.at(INVENTORY_CONSUMABLES)->I(A::LOADOUT_SLOT)=2;
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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Menu::OpenMenu(INVENTORY_CONSUMABLES);
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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std::weak_ptr<MenuItemLoadoutButton>loadoutButton=DYNAMIC_POINTER_CAST<MenuItemLoadoutButton>(data.component);
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel(loadoutButton.lock()->GetItem().lock()->DisplayName());
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel(loadoutButton.lock()->GetItem().lock()->Description());
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return true;
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return true;
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},[](MenuFuncData data){
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},[](MenuFuncData data){
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Name Label")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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Component<MenuLabel>(ITEM_LOADOUT,"Item Description")->SetLabel("");
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return true;
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return true;
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},"Item Name Label","Item Description")END
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})END
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->SetIconScale({2.f,2.f});
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->SetIconScale({2.f,2.f});
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itemLoadoutWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{0,146},{itemLoadoutWindowWidth,12}},"",1,ComponentAttr::SHADOW)END;
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itemLoadoutWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{0,146},{itemLoadoutWindowWidth,12}},"",1,ComponentAttr::SHADOW)END;
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65
Adventures in Lestoria/MenuItemLoadoutButton.h
Normal file
65
Adventures in Lestoria/MenuItemLoadoutButton.h
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@ -0,0 +1,65 @@
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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 © 2024 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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#include "MenuItemItemButton.h"
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#include "Key.h"
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INCLUDE_game
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class MenuItemLoadoutButton:public MenuItemItemButton{
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public:
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inline MenuItemLoadoutButton(geom2d::rect<float>rect,uint8_t itemLoadoutSlot,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,std::string itemNameLabelName="",std::string itemDescriptionLabelName="",IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuItemItemButton(rect,game->GetLoadoutItem(itemLoadoutSlot),onClick,onHover,onMouseOut,itemNameLabelName,itemDescriptionLabelName,attributes),itemLoadoutSlot(itemLoadoutSlot){}
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virtual inline void DrawDecal(ViewPort&window,bool focused)override final{
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MenuItemItemButton::DrawDecal(window,focused);
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switch(itemLoadoutSlot){
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case 0:{
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game->GetPlayer()->KEY_ITEM1.DrawPrimaryInput(&window,rect.middle()+vf2d{2.f,-25.f},"",255,Input::UsingGamepad()?CONTROLLER:KEY);
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}break;
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case 1:{
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game->GetPlayer()->KEY_ITEM2.DrawPrimaryInput(&window,rect.middle()+vf2d{2.f,-25.f},"",255,Input::UsingGamepad()?CONTROLLER:KEY);
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}break;
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case 2:{
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game->GetPlayer()->KEY_ITEM3.DrawPrimaryInput(&window,rect.middle()+vf2d{2.f,-25.f},"",255,Input::UsingGamepad()?CONTROLLER:KEY);
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}break;
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default:ERR(std::format("WARNING! Invalid Item Loadout slot given: {}",itemLoadoutSlot));
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}
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}
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private:
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uint8_t itemLoadoutSlot;
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};
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@ -18,5 +18,3 @@ Hint text does not appear except during actual gameplay.
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Terrain Collision Boxes
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Terrain Collision Boxes
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Add hotkeys to loadout slots when selecting them from the menu
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Add hotkeys to loadout slots when selecting them from the menu
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Fix Story setpieces (outer tiles)
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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_MAJOR 0
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#define VERSION_MINOR 5
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#define VERSION_MINOR 5
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#define VERSION_PATCH 1
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#define VERSION_PATCH 1
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#define VERSION_BUILD 8193
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#define VERSION_BUILD 8207
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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