#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2024 Joshua Sigona Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1. Redistributions or derivations of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2. Redistributions or derivative works in binary form must reproduce the above copyright notice. This list of conditions and the following disclaimer must be reproduced in the documentation and/or other materials provided with the distribution. 3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Portions of this software are copyright © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "AdventuresInLestoria.h" #include "safemap.h" #include "Item.h" #include "MenuItemButton.h" #include "MenuLabel.h" #include "InventoryScrollableWindowComponent.h" using A=Attribute; void Menu::InitializeConsumableInventoryWindow(){ int itemSpacing=24; int totalSpacing=32; vf2d windowSize={float(160+16),float(96+78)}; //Need space for the button. Menu*inventoryWindow=CreateMenu(INVENTORY_CONSUMABLES,CENTERED,windowSize); inventoryWindow->I(A::LOADOUT_SLOT)=0; auto consumableWindow=inventoryWindow->ADD("inventory",InventoryScrollableWindowComponent)(geom2d::rect{{0,15},{windowSize.x,96.f}},"itemName","itemDescription", [&](MenuFuncData data){ std::weak_ptrbutton=DYNAMIC_POINTER_CAST(data.component.lock()); data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT)); for(std::weak_ptrcomponent:data.parentComponent.lock()->GetComponents()){ //HACK ALERT! If we are accessing a parent component, it's because we are dealing with a scrolling window component, which has sub-components. So this should be a safe cast to make. if(component.lock()->GetName().starts_with("item")){ std::weak_ptrbutton2=DYNAMIC_POINTER_CAST(component.lock());//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes. if(button2.expired())ERR("Could not cast item to a MenuItemButton*!"); if(&*button2.lock()==&*button.lock()){ if(button2.lock()->selected!=-1){ data.game->ClearLoadoutItem(button2.lock()->selected); } button2.lock()->selected=-1; } if(button2.lock()->selected==data.menu.I(A::LOADOUT_SLOT)){ button2.lock()->selected=-1; } } } button.lock()->selected=data.menu.I(A::LOADOUT_SLOT); data.game->SetLoadoutItem(button.lock()->selected,button.lock()->GetItem().lock()->ActualName()); return true; },InventoryCreator::Player_InventoryUpdate)END; Menu::AddInventoryListener(consumableWindow,"Consumables"); //We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us. inventoryWindow->ADD("Inventory Type Label",MenuLabel)(geom2d::rect{{0,-5},{windowSize.x-1,18}},"Consumables",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END; inventoryWindow->ADD("itemName",MenuLabel)(geom2d::rect(vf2d{2,90.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END; inventoryWindow->ADD("itemDescription",MenuLabel)(geom2d::rect(vf2d{2,117.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END; auto okButton=inventoryWindow->ADD("OK Button",MenuComponent)(geom2d::rect{{windowSize.x/2-24,173.f},{48,12}},"Ok",[](MenuFuncData data){Menu::CloseMenu();return true;})END; inventoryWindow->SetupKeyboardNavigation( [](MenuType type,Data&returnData){ //On Open //Get the first component in the consumables list. std::vector>&components=Component(INVENTORY_CONSUMABLES,"inventory")->GetComponents(); if(components.size()>0){ returnData=components[0].lock()->GetName(); }else{ returnData="OK Button"; } }, { //Button Key {game->KEY_CONFIRM,{"Set Loadout Item",[](MenuType type){}}}, {game->KEY_BACK,{"Back",[](MenuType type){ Menu::CloseMenu(); }}}, } ,{ //Button Navigation Rules {"inventory",{ .up="Quit Game Button", .down="Load Game Button",}}, {"Load Game Button",{ .up="New Game Button", .down="Quit Game Button",}}, {"Quit Game Button",{ .up=[](MenuType type,Data&returnData){ auto&selection=Menu::menus[type]->GetSelection(); auto&itemsList=Component(type,"inventory")->GetComponents(); auto itemsWindow=Component(type,"inventory") auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();}); if(itemsList.size()>0){ if(component==itemsList.end()){ //Set the selected button to the last element in the list. returnData=itemsList.back(); }else{ int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding)); std::weak_ptrselectedButton=DYNAMIC_POINTER_CAST(component); int newRowIndex=selectedButton.lock()->inventoryIndex-invWidth; //Moving up moves the cursor up an entire row. if(newRowIndex<0){ //This means we have to wrap around. newRowIndex+=itemsList.size(); } if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex)); //Select the component that matches this new number. auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST(comp).lock()->inventoryIndex==newRowIndex;}); if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex)); returnData=component; } }else{ returnData="OK Button"; } }, .right=[](MenuType type,Data&returnData){ auto&selection=Menu::menus[type]->GetSelection(); auto&itemsList=Component(type,"inventory")->GetComponents(); auto itemsWindow=Component(type,"inventory") auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();}); if(itemsList.size()>0){ if(component==itemsList.end()){ //Set the selected button to the first element in the list. returnData=itemsList.front(); }else{ int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding)); std::weak_ptrselectedButton=DYNAMIC_POINTER_CAST(component); int newRowIndex=std::clamp(selectedButton.lock()->inventoryIndex+1,(selectedButton.lock()->inventoryIndex/invWidth)*invWidth,std::min(itemsList.size(),(selectedButton.lock()->inventoryIndex/invWidth+1)*invWidth-1)); //Moving right, we need to wrap around if we get to the edge. if(newRowIndex>=itemsList.size()){ //This means we have to wrap around. newRowIndex-=itemsList.size(); } if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex)); //Select the component that matches this new number. auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST(comp).lock()->inventoryIndex==newRowIndex;}); if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex)); returnData=component; } }else{ returnData="OK Button"; } }, .down=[](MenuType type,Data&returnData){ auto&selection=Menu::menus[type]->GetSelection(); auto&itemsList=Component(type,"inventory")->GetComponents(); auto itemsWindow=Component(type,"inventory") auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();}); if(itemsList.size()>0){ if(component==itemsList.end()){ //Set the selected button to the first element in the list. returnData=itemsList.front(); }else{ int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding)); std::weak_ptrselectedButton=DYNAMIC_POINTER_CAST(component); int newRowIndex=selectedButton.lock()->inventoryIndex+invWidth; //Moving down moves the cursor down an entire row. if(newRowIndex>=itemsList.size()){ //This means we have to wrap around. newRowIndex-=itemsList.size(); } if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex)); //Select the component that matches this new number. auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST(comp).lock()->inventoryIndex==newRowIndex;}); if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex)); returnData=component; } }else{ returnData="OK Button"; } }, .left=[](MenuType type,Data&returnData){ auto&selection=Menu::menus[type]->GetSelection(); auto&itemsList=Component(type,"inventory")->GetComponents(); auto itemsWindow=Component(type,"inventory") auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();}); if(itemsList.size()>0){ if(component==itemsList.end()){ //Set the selected button to the last element in the list. returnData=itemsList.back(); }else{ int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding)); std::weak_ptrselectedButton=DYNAMIC_POINTER_CAST(component); int newRowIndex=std::clamp(selectedButton.lock()->inventoryIndex-1,(selectedButton.lock()->inventoryIndex/invWidth)*invWidth,std::min(itemsList.size(),(selectedButton.lock()->inventoryIndex/invWidth+1)*invWidth-1)); //Moving left, we need to wrap around if we get to the edge. if(newRowIndex<0){ //This means we have to wrap around. newRowIndex+=itemsList.size(); } if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex)); //Select the component that matches this new number. auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST(comp).lock()->inventoryIndex==newRowIndex;}); if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex)); returnData=component; } }else{ returnData="OK Button"; } }, }}, }); }