/* License (OLC-3) ~~~~~~~~~~~~~~~ Copyright 2018 - 2023 OneLoneCoder.com 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. */ #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: ITCategory inventoryType; public: inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rectrect,ITCategory invType,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE) :ScrollableWindowComponent(parent,rect,attributes),inventoryType(invType){ Menu::AddInventoryListener(this,invType); } protected: virtual inline void RemoveButton(MenuComponent*button){ std::vector&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y); std::vector&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!"; } if(buttonList.size()==0){ if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){ ERR("WARNING! Attempted to erase key "<GetPos().y<<" from button map, but the list still exists!") } } if(keyboardButtonList.size()==0){ if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){ ERR("WARNING! Attempted to erase key "<GetPos().y<<" from button map, but the list still exists!") } } } inline void 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;iUpdate(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;jparentMenu]->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. delete lastButton; } } bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed. } virtual inline void OnInventorySlotsUpdate(ITCategory cat)override{ std::vector&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()ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT)); for(MenuComponent*component:components){ if(component->GetName().starts_with("item")){ MenuItemButton*button2=(MenuItemButton*)component;//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==button){ if(button2->selected!=-1){ data.game->ClearLoadoutItem(button2->selected); } button2->selected=-1; } if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){ button2->selected=-1; } } } button->selected=data.menu.I(A::LOADOUT_SLOT); data.game->SetLoadoutItem(button->selected,button->GetItem().Name()); return true; }; MenuItemButton*button=NEW MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc,parentMenu,"itemName","itemDescription"}; 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(); } } virtual inline void Cleanup()override{ } };