#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 "Menu.h" #include "MenuComponent.h" #include "PopupMenuLabel.h" #include "StatLabel.h" #include "CharacterRotatingDisplay.h" #include "AdventuresInLestoria.h" #include "ClassInfo.h" #include "MenuItemItemButton.h" #include "EquipSlotButton.h" #include "Item.h" #include "ScrollableWindowComponent.h" #include "RowItemDisplay.h" #include "SoundEffect.h" #include "ProgressBar.h" #include INCLUDE_game INCLUDE_GFX void Menu::InitializeCharacterMenuWindow(){ static bool equipmentWindowOpened=false; static int lastEquipButtonOpened=0; vf2d windowSize=game->GetScreenSize()-vf2d{52,52}; Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize); characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END; characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END; struct AttributeData{ std::string attrName; const std::functioncalcFunc; }; const static std::arraydisplayAttrs{ AttributeData{"Health",[&]()->int{return game->GetPlayer()->GetMaxHealth();}}, AttributeData{"Attack",[&]()->int{return game->GetPlayer()->GetAttack();}}, AttributeData{"Defense",[&]()->int{return game->GetPlayer()->GetStat("Defense");}}, AttributeData{"Move Spd %",[&]()->int{return ceil(game->GetPlayer()->GetMoveSpdMult()*100);}}, AttributeData{"CDR",[&]()->int{return ceil(game->GetPlayer()->GetCooldownReductionPct()*100);}}, AttributeData{"Crit Rate",[&]()->int{return ceil(game->GetPlayer()->GetCritRatePct()*100);}}, AttributeData{"Crit Dmg",[&]()->int{return ceil(game->GetPlayer()->GetCritDmgPct()*100);}}, }; const static std::arrayslotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"}; characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)(geom2d::rect{{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END ->Disable(); characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)(geom2d::rect{{123,28},{120,windowSize.y-37-24}})DEPTH -1 END ->Disable(); characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)(geom2d::rect{{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END ->Disable(); auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)(geom2d::rect{{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select", [](MenuFuncData data){ Component(data.component.lock()->parentMenu,"Equip Selection Outline")->Disable(); Component(data.component.lock()->parentMenu,"Equip List")->Disable(); Component(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Disable(); Component(data.component.lock()->parentMenu,"Equip Selection Select Button")->Disable(); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(); for(int counter=0;const AttributeData&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label"); statDisplayLabel.lock()->SetStatChangeAmt(0); } data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1]))); equipmentWindowOpened=false; return true; })DEPTH 0 END; equipSelectionSelectButton->Disable(); const static auto GetLabelText=[](ItemAttribute attribute){ std::string attrStr=std::string(attribute.Name())+"\n "; attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute)); if(attribute.DisplayAsPercent()){ attrStr+="%"; } return attrStr; }; int equipSlot=1; for(int i=0;i<8;i++){ float x=31+(i%2)*33; float y=24+(i/2)*28; float labelX=0+(i%2)*88; float labelY=24+(i/2)*28+36; if(i<6){ y-=8; labelY-=8; } EquipSlot slot=EquipSlot(equipSlot); auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)(geom2d::rect{{x,y+28},{24,24}},slot, [&](MenuFuncData data){ EquipSlot slot=EquipSlot(data.component.lock()->I(Attribute::EQUIP_TYPE)); data.menu.I(A::EQUIP_TYPE)=int(slot); const std::vector>&equips=Inventory::get("Equipment"); const std::vector>&accessories=Inventory::get("Accessories"); std::vector>availableEquipment; std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptrit){ return it->GetEquipSlot()&slot; }); std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptrit){ return it->GetEquipSlot()&slot; }); std::shared_ptrequipList=Component(data.component.lock()->parentMenu,"Equip List"); equipList->RemoveAllComponents(); for(int counter=0;const std::weak_ptrit:availableEquipment){ const static auto OppositeRingSlotDoesNotMatchCurrentEquip=[](std::weak_ptrcomp){ EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)); std::weak_ptrotherItem; if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2); else if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1); return ISBLANK(otherItem)||(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()); }; auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)(geom2d::rect{{2,2+counter*29.f},{120-15,28}},it, [](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); if(!comp.expired()){ if(OppositeRingSlotDoesNotMatchCurrentEquip(comp.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply. Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE))); if(Menu::IsCurrentlyActive(data.menu.GetType())){ SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED); } for(std::weak_ptrbutton:DYNAMIC_POINTER_CAST(data.parentComponent.lock())->GetComponents()){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(button.lock()); comp.lock()->SetSelected(false); } comp.lock()->SetSelected(true); for(int counter=0;const AttributeData&attribute:displayAttrs){ std::shared_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label"); statDisplayLabel->SetStatChangeAmt(0); } std::shared_ptrequipButton=Component(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]); equipButton->SetItem(comp.lock()->GetItem(),false); } }else{ ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!"); } return true; },"Item Name","Item Description")END; equip->SetHoverFunc( [&](MenuFuncData data){ std::weak_ptrbutton=DYNAMIC_POINTER_CAST(data.component.lock()); if(!button.expired()){ const std::weak_ptrbuttonItem=button.lock()->GetItem(); std::vectorstatsBeforeEquip; EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE)); for(const AttributeData&attribute:displayAttrs){ statsBeforeEquip.push_back(attribute.calcFunc()); } int healthBeforeEquip=game->GetPlayer()->GetHealth(); int manaBeforeEquip=game->GetPlayer()->GetMana(); std::weak_ptrequippedItem=Inventory::GetEquip(slot); std::weak_ptrotherItem; if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2); else if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1); if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply. Inventory::EquipItem(buttonItem,slot); for(int counter=0;const AttributeData&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label"); int statChangeAmt=attribute.calcFunc()-statsBeforeEquip[counter]; statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt); counter++; } Inventory::UnequipItem(slot); if(!ISBLANK(equippedItem)){ Inventory::EquipItem(equippedItem,slot); game->GetPlayer()->Heal(healthBeforeEquip-game->GetPlayer()->GetHealth(),true); game->GetPlayer()->RestoreMana(manaBeforeEquip-game->GetPlayer()->GetMana(),true); } if(!ISBLANK(otherItem)){ if(slot==EquipSlot::RING1)Inventory::EquipItem(otherItem,EquipSlot::RING2); else if(slot==EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1); } } }else{ ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!"); } return true; }); equip->SetMouseOutFunc( [](MenuFuncData data){ for(int counter=0;const AttributeData&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label"); statDisplayLabel.lock()->SetStatChangeAmt(0); counter++; } return true; }); equip->SetShowQuantity(false); equip->SetSelectionType(SelectionType::NONE); equip->I(Attribute::EQUIP_TYPE)=int(slot); if(Inventory::GetEquip(slot)==it){ equip->SetSelected(true); } equip->SetCompactDescriptions(NON_COMPACT); counter++; } equipList->I(Attribute::INDEXED_THEME)=data.component.lock()->I(Attribute::INDEXED_THEME); Component(data.component.lock()->parentMenu,"Equip Selection Outline")->Enable(); equipList->Enable(); Component(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Enable(); Component(data.component.lock()->parentMenu,"Equip Selection Select Button")->Enable(); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Disable(); equipmentWindowOpened=true; auto equipmentList=equipList->GetComponents(); auto itemEquipped=std::find_if(equipmentList.begin(),equipmentList.end(),[&](std::weak_ptr&component){ return !ISBLANK(Inventory::GetEquip(slot))&&&*DYNAMIC_POINTER_CAST(component)->GetItem().lock()==&*Inventory::GetEquip(slot).lock(); }); if(itemEquipped!=equipmentList.end()){ data.menu.SetSelection(*itemEquipped,true,true); if(Menu::UsingMouseNavigation()){ equipList->HandleOutsideDisabledButtonSelection(*itemEquipped); } data.menu.I(A::ITEM_SLOT)=equipList->GetComponentIndex(*itemEquipped); }else if(equipmentList.size()>0){ data.menu.SetSelection(equipmentList[0],true,true); if(Menu::UsingMouseNavigation()){ equipList->HandleOutsideDisabledButtonSelection(equipmentList[0]); } data.menu.I(A::ITEM_SLOT)=0; }else{ data.menu.SetSelection("Equip Selection Select Button"sv); } return true; },[](MenuFuncData data){//On Mouse Hover EquipSlot slot=DYNAMIC_POINTER_CAST(data.component.lock())->GetSlot(); const std::weak_ptrequip=Inventory::GetEquip(slot); if(!ISBLANK(equip)){ Component(data.component.lock()->parentMenu,"Character Rotating Display")->Disable(); } return true; },[](MenuFuncData data){//On Mouse Out if(!equipmentWindowOpened){ Component(data.component.lock()->parentMenu,"Item Equip Description")->SetLabel(""); Component(data.component.lock()->parentMenu,"Item Equip Name")->Disable(); Component(data.component.lock()->parentMenu,"Item Equip Description")->Disable(); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(); } return true; },"Item Equip Name","Item Equip Description")END; equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot); equipmentSlot->I(Attribute::INDEXED_THEME)=i; equipmentSlot->SetShowQuantity(false); equipmentSlot->SetCompactDescriptions(false); equipSlot<<=1; characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)(geom2d::rect{{labelX,labelY},{24,16}},slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END; Menu::AddEquipStatListener(equipmentSlot); } characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; int yOffset=0; for(const AttributeData&attribute:displayAttrs){ std::string attrStr=GetLabelText(ItemAttribute::Get(attribute.attrName)); auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute.attrName).Name())+" Label",StatLabel)(geom2d::rect{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute.attrName),attribute.calcFunc,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END; //Menu::AddEquipStatListener(attrLabel); yOffset+=20; } characterMenuWindow->ADD("Back button",MenuComponent)(geom2d::rect{{windowSize.x/2-64,windowSize.y-4.f},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END; auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)(geom2d::rect{{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END; auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)(geom2d::rect{{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END; auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)(geom2d::rect{{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END; auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)(geom2d::rect{{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END; itemNameDisplay->Disable(); itemDescriptionDisplay->Disable(); itemEquipNameDisplay->Disable(); itemEquipDescriptionDisplay->Disable(); characterMenuWindow->SetupKeyboardNavigation( [](MenuType type,Data&returnData){ //On Open returnData=std::format("Equip Slot {}",slotNames[0]); }, { //Button Key {{game->KEY_SHOULDER,Pressed},{"Scroll",[](MenuType type){}}}, {{game->KEY_SCROLL,Analog},{"Scroll",[](MenuType type){}}}, {{game->KEY_MOUSE_RIGHT,Pressed},{[](MenuFuncData data){ if(!data.menu.GetSelection().expired()&& data.menu.GetSelection().lock()->GetName().starts_with("Equip Slot ")){ EquipSlot slot=EquipSlot(data.menu.GetSelection().lock()->I(Attribute::EQUIP_TYPE)); if(!ISBLANK(Inventory::GetEquip(slot))){ return "Unequip"; } } return ""; },[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& Menu::menus[type]->GetSelection().lock()->GetName().starts_with("Equip Slot ")){ EquipSlot slot=EquipSlot(Menu::menus[type]->GetSelection().lock()->I(Attribute::EQUIP_TYPE)); if(!ISBLANK(Inventory::GetEquip(slot))){ Inventory::UnequipItem(slot); if(slot&EquipSlot::RING1||slot&EquipSlot::RING2){ SoundEffect::PlaySFX("Unequip Accessory",SoundEffect::CENTERED); }else{ SoundEffect::PlaySFX("Unequip Armor",SoundEffect::CENTERED); } } } }}}, {{game->KEY_FACELEFT,Pressed},{[](MenuFuncData data){ if(!data.menu.GetSelection().expired()&& data.menu.GetSelection().lock()->GetName().starts_with("Equip Slot ")){ EquipSlot slot=EquipSlot(data.menu.GetSelection().lock()->I(Attribute::EQUIP_TYPE)); if(!ISBLANK(Inventory::GetEquip(slot))){ return "Unequip"; } } return ""; },[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& Menu::menus[type]->GetSelection().lock()->GetName().starts_with("Equip Slot ")){ EquipSlot slot=EquipSlot(Menu::menus[type]->GetSelection().lock()->I(Attribute::EQUIP_TYPE)); if(!ISBLANK(Inventory::GetEquip(slot))){ Inventory::UnequipItem(slot); if(slot&EquipSlot::RING1||slot&EquipSlot::RING2){ SoundEffect::PlaySFX("Unequip Accessory",SoundEffect::CENTERED); }else{ SoundEffect::PlaySFX("Unequip Armor",SoundEffect::CENTERED); } } } }}}, {game->KEY_BACK,{"Back",[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& (!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&& Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List")|| Menu::menus[type]->GetSelection().lock()->GetName()=="Equip Selection Select Button"){ Component(type,"Equip Selection Select Button")->Click(); }else{ Component(type,"Back button")->Click(); } }}}, {game->KEY_CONFIRM,{"Select",[](MenuType type){}}}, {{game->KEY_SCROLLVERT,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& !Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&& Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){ float scrollAmt=0.f; if(game->KEY_SCROLLVERT.AnalogDAS()>0.f)scrollAmt=1.f; else if(game->KEY_SCROLLVERT.AnalogDAS()<0.f)scrollAmt=-1.f; Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(scrollAmt); } }}}, {{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& !Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&& Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){ Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f); } }}}, {{game->KEY_FASTSCROLLDOWN,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& !Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&& Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){ Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f); } }}}, {{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){ if(!Menu::menus[type]->GetSelection().expired()&& !Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&& Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){ Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f); } }}}, } ,{ //Button Navigation Rules {"Equip List",{ .up=[](MenuType type,Data&returnData){ if(!Menu::menus[type]->GetSelection().expired()){ auto selection=Menu::menus[type]->GetSelection().lock(); size_t index=Component(type,"Equip List")->GetComponentIndex(selection); index--; if(index>=Component(type,"Equip List")->GetComponents().size()){ returnData="Equip Selection Select Button"; }else{ returnData=Component(type,"Equip List")->GetComponents()[index]; } } }, .down=[](MenuType type,Data&returnData){ if(!Menu::menus[type]->GetSelection().expired()){ auto selection=Menu::menus[type]->GetSelection().lock(); size_t index=Component(type,"Equip List")->GetComponentIndex(selection); index++; if(index>=Component(type,"Equip List")->GetComponents().size()){ returnData="Equip Selection Select Button"; }else{ returnData=Component(type,"Equip List")->GetComponents()[index]; } } }, .left=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]); }, .right=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]); } }}, {"Equip Selection Select Button",{ .up=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData="Equip Selection Select Button"; if(equipList.size()>0){ returnData=equipList.back(); } }, .down=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData="Equip Selection Select Button"; if(equipList.size()>0){ returnData=equipList.front(); } }, .left=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]); }, .right=[](MenuType type,Data&returnData){ auto equipList=Component(type,"Equip List")->GetComponents(); returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]); } }}, {std::format("Equip Slot {}", slotNames[0]),{ .up="Back button", .down=std::format("Equip Slot {}", slotNames[2]), .left=[&](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[1]); } }, .right=std::format("Equip Slot {}", slotNames[1]),}}, {std::format("Equip Slot {}", slotNames[1]),{ .up="Back button", .down=std::format("Equip Slot {}", slotNames[3]), .left=std::format("Equip Slot {}", slotNames[0]), .right=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[0]); } },}}, {std::format("Equip Slot {}", slotNames[2]),{ .up=std::format("Equip Slot {}", slotNames[0]), .down=std::format("Equip Slot {}", slotNames[4]), .left=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[3]); } }, .right=std::format("Equip Slot {}", slotNames[3]),}}, {std::format("Equip Slot {}", slotNames[3]),{ .up=std::format("Equip Slot {}", slotNames[1]), .down=std::format("Equip Slot {}", slotNames[5]), .left=std::format("Equip Slot {}", slotNames[2]), .right=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[2]); } },}}, {std::format("Equip Slot {}", slotNames[4]),{ .up=std::format("Equip Slot {}", slotNames[2]), .down=std::format("Equip Slot {}", slotNames[6]), .left=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[5]); } }, .right=std::format("Equip Slot {}", slotNames[5]), }}, {std::format("Equip Slot {}", slotNames[5]),{ .up=std::format("Equip Slot {}", slotNames[3]), .down=std::format("Equip Slot {}", slotNames[7]), .left=std::format("Equip Slot {}", slotNames[4]), .right=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[4]); } },}}, {std::format("Equip Slot {}", slotNames[6]),{ .up=std::format("Equip Slot {}", slotNames[4]), .down="Back button", .left=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[7]); } }, .right=std::format("Equip Slot {}",slotNames[7]), }}, {std::format("Equip Slot {}", slotNames[7]),{ .up=std::format("Equip Slot {}", slotNames[5]), .down="Back button", .left=std::format("Equip Slot {}",slotNames[6]), .right=[](MenuType type,Data&returnData){ if(equipmentWindowOpened){ returnData=Component(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))]; }else{ returnData=std::format("Equip Slot {}",slotNames[6]); } },}}, {"Back button",{ .up=std::format("Equip Slot {}", slotNames[7]), .down=std::format("Equip Slot {}", slotNames[0]), .left=std::format("Equip Slot {}", slotNames[7]), .right=std::format("Equip Slot {}",slotNames[6]), }}, }); }