An inventory scrollable component window should not be the same as an inventory window as they would layout things differently. Separated into proper hierarchy.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>pull/28/head
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#pragma once |
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#include "Menu.h" |
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#include "MenuComponent.h" |
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#include "MenuItemButton.h" |
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#include "Crawler.h" |
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#include "ScrollableWindowComponent.h" |
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typedef Attribute A; |
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{ |
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protected: |
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public: |
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inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick) |
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:ScrollableWindowComponent(parent,rect,icon,onClick){} |
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protected: |
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virtual inline void RemoveButton(MenuComponent*button){ |
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std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y); |
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std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y); |
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size_t removedCount=0; |
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removedCount+=std::erase(buttonList,button); |
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removedCount+=std::erase(keyboardButtonList,button); |
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if(removedCount!=2){ |
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std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!"; |
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throw; |
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} |
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if(buttonList.size()==0){ |
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if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){ |
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!"; |
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throw; |
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} |
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} |
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if(keyboardButtonList.size()==0){ |
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if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){ |
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!"; |
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throw; |
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} |
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} |
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} |
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void inline RemoveEmptySlots(){ |
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//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.
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for(int i=0;i<components.size();i++){ |
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MenuComponent*button=components[i]; |
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){ |
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for(int j=i;j<components.size()-1;j++){ |
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1]; |
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components[j]=components[j+1]; |
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} |
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name); |
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton); |
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Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name); |
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//Now delete the last slot.
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components.erase(components.end()-1); |
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i--; //Subtract one from the index so we don't accidently skip slots.
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} |
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} |
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bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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} |
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virtual void OnInventorySlotsUpdate(ITCategory cat)override{ |
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std::vector<std::string>&inv=Inventory::get(cat); |
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<inv.size()){//We need more space to display our items.
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int invWidth="ThemeGlobal.InventoryWidth"_I; |
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int x=(inv.size()-1)%invWidth; |
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int y=(inv.size()-1)/invWidth; |
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int itemIndex=y*invWidth+x; |
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I; |
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int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize; |
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MenuFunc useItemFunc=[](MenuFuncData data){ |
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MenuItemButton*button=(MenuItemButton*)data.component; |
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button->UseItem(); |
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}; |
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MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
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AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button); |
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}else |
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if(components.size()>inv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots(); |
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} |
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} |
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}; |
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