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
parent 1f40e846ac
commit e9952ca1be
  1. 1
      Crawler/Crawler.vcxproj
  2. 3
      Crawler/Crawler.vcxproj.filters
  3. 86
      Crawler/InventoryScrollableWindowComponent.h
  4. 4
      Crawler/InventoryWindow.cpp
  5. 1
      Crawler/MenuComponent.h
  6. 77
      Crawler/ScrollableWindowComponent.h

@ -296,6 +296,7 @@
<ClInclude Include="resource1.h" />
<ClInclude Include="safemap.h" />
<ClInclude Include="ScrollableWindowComponent.h" />
<ClInclude Include="InventoryScrollableWindowComponent.h" />
<ClInclude Include="State.h" />
<ClInclude Include="Theme.h" />
<ClInclude Include="TMXParser.h" />

@ -192,6 +192,9 @@
<ClInclude Include="ScrollableWindowComponent.h">
<Filter>Header Files\Interface</Filter>
</ClInclude>
<ClInclude Include="InventoryScrollableWindowComponent.h">
<Filter>Header Files\Interface</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">

@ -0,0 +1,86 @@
#pragma once
#include "Menu.h"
#include "MenuComponent.h"
#include "MenuItemButton.h"
#include "Crawler.h"
#include "ScrollableWindowComponent.h"
typedef Attribute A;
class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
protected:
public:
inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
:ScrollableWindowComponent(parent,rect,icon,onClick){}
protected:
virtual inline void RemoveButton(MenuComponent*button){
std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
size_t removedCount=0;
removedCount+=std::erase(buttonList,button);
removedCount+=std::erase(keyboardButtonList,button);
if(removedCount!=2){
std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
throw;
}
if(buttonList.size()==0){
if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
if(keyboardButtonList.size()==0){
if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
}
void inline RemoveEmptySlots(){
//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.
for(int i=0;i<components.size();i++){
MenuComponent*button=components[i];
button->Update(game); //We have to call update to update the validation state.
//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.
if(!button->valid){
for(int j=i;j<components.size()-1;j++){
//Take the item in the next slot and move it to this slot.
Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
components[j]=components[j+1];
}
MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
//Now we have to fix up the keyboard button list.
RemoveButton(lastButton);
Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
//Now delete the last slot.
components.erase(components.end()-1);
i--; //Subtract one from the index so we don't accidently skip slots.
}
}
bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
}
virtual void OnInventorySlotsUpdate(ITCategory cat)override{
std::vector<std::string>&inv=Inventory::get(cat);
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(components.size()<inv.size()){//We need more space to display our items.
int invWidth="ThemeGlobal.InventoryWidth"_I;
int x=(inv.size()-1)%invWidth;
int y=(inv.size()-1)/invWidth;
int itemIndex=y*invWidth+x;
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
button->UseItem();
};
MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
}else
if(components.size()>inv.size()){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
};

@ -5,7 +5,7 @@
#include "Item.h"
#include "MenuItemButton.h"
#include "MenuLabel.h"
#include "ScrollableWindowComponent.h"
#include "InventoryScrollableWindowComponent.h"
typedef Attribute A;
@ -21,7 +21,7 @@ void Menu::InitializeInventoryWindow(){
Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,windowSize);
ScrollableWindowComponent*inventory=new ScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
InventoryScrollableWindowComponent*inventory=new InventoryScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
inventoryWindow->AddComponent("inventory",inventory);
Menu::AddInventoryListener(inventory,"Consumables");
Menu::AddInventoryListener(inventory,"Equipment");

@ -5,6 +5,7 @@ class MenuComponent:IAttributable{
friend class Menu;
friend class MenuItemButton;
friend class ScrollableWindowComponent;
friend class InventoryScrollableWindowComponent;
MenuType menuDest;
private:
float hoverEffect=0;

@ -17,7 +17,7 @@ protected:
float scrollBarTop=0;
bool scrollBarSelected=false;
float scrollBarHoverTime=0;
private:
protected:
inline bool OnScreen(MenuComponent*component){
return geom2d::overlaps(rect,geom2d::rect<float>{component->rect.pos+V(A::SCROLL_OFFSET)+vf2d{2,2},component->rect.size-vf2d{2,2}});
}
@ -30,7 +30,7 @@ public:
virtual inline ~ScrollableWindowComponent(){
}
private:
protected:
virtual inline void AfterCreate()override{
upButton=new MenuComponent(parentMenu,{vf2d{rect.size.x-12,0},{12,12}},"^",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y+="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
downButton=new MenuComponent(parentMenu,{rect.size-vf2d{12,12},{12,12}},"v",[&](MenuFuncData dat){V(A::SCROLL_OFFSET).y-="ThemeGlobal.MenuButtonScrollSpeed"_I;},true,false);
@ -189,77 +189,4 @@ public:
V(A::SCROLL_OFFSET).y+=rect.size.y/2;
return true;
};
virtual inline size_t ComponentCount(){
return components.size();
}
virtual inline void RemoveButton(MenuComponent*button){
std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
size_t removedCount=0;
removedCount+=std::erase(buttonList,button);
removedCount+=std::erase(keyboardButtonList,button);
if(removedCount!=2){
std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
throw;
}
if(buttonList.size()==0){
if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
if(keyboardButtonList.size()==0){
if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
throw;
}
}
}
void inline RemoveEmptySlots(){
//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.
for(int i=0;i<components.size();i++){
MenuComponent*button=components[i];
button->Update(game); //We have to call update to update the validation state.
//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.
if(!button->valid){
for(int j=i;j<components.size()-1;j++){
//Take the item in the next slot and move it to this slot.
Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
components[j]=components[j+1];
}
MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
//Now we have to fix up the keyboard button list.
RemoveButton(lastButton);
Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
//Now delete the last slot.
components.erase(components.end()-1);
i--; //Subtract one from the index so we don't accidently skip slots.
}
}
bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
}
virtual void OnInventorySlotsUpdate(ITCategory cat)override{
std::vector<std::string>&inv=Inventory::get(cat);
//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
if(ComponentCount()<inv.size()){//We need more space to display our items.
int invWidth="ThemeGlobal.InventoryWidth"_I;
int x=(inv.size()-1)%invWidth;
int y=(inv.size()-1)/invWidth;
int itemIndex=y*invWidth+x;
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
MenuFunc useItemFunc=[](MenuFuncData data){
MenuItemButton*button=(MenuItemButton*)data.component;
button->UseItem();
};
MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
}else
if(ComponentCount()>inv.size()){ //There are empty spots, so let's clean up.
RemoveEmptySlots();
}
}
};
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