#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 #pragma once #include "Menu.h" #include "MenuComponent.h" #include "MenuItemButton.h" #include "AdventuresInLestoria.h" #include "ScrollableWindowComponent.h" #include "InventoryCreator.h" using A=Attribute; struct InventoryWindowOptions{ int padding=8; vf2d size={24,24}; }; //This class can easily be derived with different component types by overriding non-final virtual functions in this class. //Functions currently include: // virtual inline void AddButtonOnSlotUpdate(ITCategory cat) // virtual inline void SetCompactDescriptions(bool compact) // // Please ensure these are overwritten, otherwise you will get errors complaining about dynamic casts unable to convert classes successfully. class InventoryScrollableWindowComponent:public ScrollableWindowComponent{ friend class InventoryCreator; friend class Menu; protected: std::functioninventoryButtonClickAction; std::functioninventoryButtonHoverAction; std::functioninventoryButtonMouseOutAction; const std::function*const onInventorySlotsUpdate; const std::function*const addButtonOnSlotUpdate; CompactText compact=COMPACT; InventoryWindowOptions options; std::string itemNameLabelName; std::string itemDescriptionLabelName; bool inventoryButtonsActive=true; public: inline InventoryScrollableWindowComponent(geom2d::rectrect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::functioninventoryButtonClickAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE) :InventoryScrollableWindowComponent(rect,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,DO_NOTHING,DO_NOTHING,creator,options,inventoryButtonsActive,attributes){ } inline InventoryScrollableWindowComponent(geom2d::rectrect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::functioninventoryButtonClickAction,std::functioninventoryButtonHoverAction,std::functioninventoryButtonMouseOutAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE) :ScrollableWindowComponent(rect,attributes),inventoryButtonHoverAction(inventoryButtonHoverAction),inventoryButtonMouseOutAction(inventoryButtonMouseOutAction),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName), options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive),addButtonOnSlotUpdate(creator.AddButtonOnSlotUpdate),onInventorySlotsUpdate(creator.InventorySlotsUpdate){} virtual inline void Update(AiL*game)override{ ScrollableWindowComponent::Update(game); bool noneHovered=true; for(MenuComponent*component:components){ if(component->hovered){ noneHovered=false; break; } } if(noneHovered){ if(itemNameLabelName.length()>0)Component(parentMenu,itemNameLabelName)->SetLabel(""); if(itemDescriptionLabelName.length()>0)Component(parentMenu,itemDescriptionLabelName)->SetLabel(""); } } virtual inline void SetCompactDescriptions(CompactText compact){ this->compact=compact; for(MenuComponent*component:components){ MenuItemButton*itemButton=DYNAMIC_CAST(component); itemButton->SetCompactDescriptions(compact); } } protected: virtual inline void Cleanup()override final{ } //Called whenever an inventory slot gets updated, whether it's adding or removing an item. inline void OnInventorySlotsUpdate(ITCategory cat){ (*onInventorySlotsUpdate)(*this,cat); }; inline void AddButtonOnSlotUpdate(ITCategory cat){ (*addButtonOnSlotUpdate)(*this,cat); } };