#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 © 2023 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "InventoryCreator.h" #include "RowInventoryScrollableWindowComponent.h" #define DEFINE(SubName) InventoryCreator InventoryCreator::SubName##_InventoryUpdate(&InventoryCreator::SubName##_InventorySlotsUpdate,&InventoryCreator::SubName##_AddButtonOnSlotUpdate); DEFINE(Player); DEFINE(RowPlayer); DEFINE(RowMerchant); DEFINE(RowPlayerWeapons); DEFINE(RowPlayerArmor); #pragma region Player Inventory Updates std::function InventoryCreator::Player_InventorySlotsUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ size_t invSize=Inventory::get(cat).size(); //We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory. if(component.components.size()invSize){ //There are empty spots, so let's clean up. component.RemoveAllComponents(); for(std::weak_ptr item:Inventory::get(cat)){ component.AddButtonOnSlotUpdate(cat); } } }; std::function InventoryCreator::Player_AddButtonOnSlotUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ size_t invSize=component.components.size()+1; int invWidth=int((component.rect.size.x-12)/(float(component.options.size.x)+component.options.padding)); int x=int((invSize-1)%invWidth); int y=int((invSize-1)/invWidth); int itemIndex=y*invWidth+x; vf2d buttonSize=component.options.size; int totalSpacing=component.options.padding+buttonSize.x; component.ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)(geom2d::rect{{float(totalSpacing*x),float(totalSpacing*y)},buttonSize},Inventory::get(cat),itemIndex,component.inventoryButtonClickAction,component.inventoryButtonHoverAction,component.inventoryButtonMouseOutAction,component.parentMenu,component.itemNameLabelName,component.itemDescriptionLabelName,component.inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END ->SetCompactDescriptions(component.compact); }; #pragma endregion #pragma region Row Inventory Player Updates std::function InventoryCreator::RowPlayer_InventorySlotsUpdate=Player_InventorySlotsUpdate; std::function InventoryCreator::RowPlayer_AddButtonOnSlotUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST(&component); size_t invSize=c->components.size()+1; int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding)); int x=int((invSize-1)%invWidth); int y=int((invSize-1)/invWidth); int itemIndex=y*invWidth+x; vf2d buttonSize=c->options.size; vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y}; auto newItem=c->ADD("item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect{totalSpacing*vf2d{float(x),float(y)},buttonSize},Inventory::GetInventorySlot(cat,itemIndex),c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END; newItem->SetCompactDescriptions(c->compact); newItem->SetPriceLabelType(c->priceLabel); newItem->SetHoverFunc(c->inventoryButtonHoverAction); newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction); }; #pragma endregion #pragma region Row Merchant Updates std::function InventoryCreator::RowMerchant_InventorySlotsUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ const std::vector>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems(); //We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory. if(component.components.size()merchantInv.size()){ //There are empty spots, so let's clean up. component.RemoveAllComponents(); for(std::shared_ptr item:merchantInv){ component.AddButtonOnSlotUpdate(cat); } } }; std::function InventoryCreator::RowMerchant_AddButtonOnSlotUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ const std::vector>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems(); RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST(&component); size_t invSize=c->components.size()+1; int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding)); int x=int((invSize-1)%invWidth); int y=int((invSize-1)/invWidth); int itemIndex=y*invWidth+x; vf2d buttonSize=c->options.size; vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y}; auto newItem=c->ADD("merchant_item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect{totalSpacing*vf2d{float(x),float(y)},buttonSize},Merchant::GetCurrentTravelingMerchant().GetShopItems()[itemIndex],c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END; newItem->SetCompactDescriptions(c->compact); newItem->SetPriceLabelType(c->priceLabel); newItem->SetHoverFunc(c->inventoryButtonHoverAction); newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction); }; #pragma endregion #pragma region Row Player Weapons Updates std::function InventoryCreator::RowPlayerWeapons_InventorySlotsUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ component.RemoveAllComponents(); component.AddButtonOnSlotUpdate(cat); }; std::function InventoryCreator::RowPlayerWeapons_AddButtonOnSlotUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ std::vector>weapons; std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(weapons),[](std::shared_ptritem){return item->IsWeapon();}); RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST(&component); vf2d buttonSize=c->options.size; vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y}; for(std::weak_ptr weapon:weapons){ size_t invSize=c->components.size()+1; int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding)); int x=int((invSize-1)%invWidth); int y=int((invSize-1)/invWidth); int itemIndex=y*invWidth+x; auto newItem=c->ADD("item_Weapon_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect{totalSpacing*vf2d{float(x),float(y)},buttonSize},weapon,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END; newItem->SetCompactDescriptions(c->compact); newItem->SetPriceLabelType(c->priceLabel); newItem->SetHoverFunc(c->inventoryButtonHoverAction); newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction); newItem->SetCheckCraftingRequirements(true); } }; #pragma endregion #pragma region Row Player Armor Updates std::function InventoryCreator::RowPlayerArmor_InventorySlotsUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ component.RemoveAllComponents(); component.AddButtonOnSlotUpdate(cat); }; std::function InventoryCreator::RowPlayerArmor_AddButtonOnSlotUpdate= [](InventoryScrollableWindowComponent&component,ITCategory cat){ std::vector>armor; std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(armor),[](std::shared_ptritem){return item->IsArmor();}); RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST(&component); vf2d buttonSize=c->options.size; vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y}; for(std::weak_ptr armor:armor){ size_t invSize=c->components.size()+1; int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding)); int x=int((invSize-1)%invWidth); int y=int((invSize-1)/invWidth); int itemIndex=y*invWidth+x; auto newItem=c->ADD("item_Armor_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect{totalSpacing*vf2d{float(x),float(y)},buttonSize},armor,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END; newItem->SetCompactDescriptions(c->compact); newItem->SetPriceLabelType(c->priceLabel); newItem->SetHoverFunc(c->inventoryButtonHoverAction); newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction); newItem->SetCheckCraftingRequirements(true); } }; #pragma endregion