#pragma once #include "Crawler.h" #include "DEFINES.h" #include "Menu.h" #include "MenuLabel.h" #include "MenuAnimatedIconToggleButton.h" #include "GameState.h" #include "ClassInfo.h" INCLUDE_game typedef Attribute A; void Menu::InitializeClassSelectionWindow(){ Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,game->GetScreenSize()-vi2d{24,24}); classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class. vf2d outlineSize=classSelectionWindow->size-vf2d{13,13}; MenuLabel*classSelectionLabel=new MenuLabel(CLASS_SELECTION,{{4,20},{outlineSize.x,32}},"Choose a Character Class",2,true,true,true,true); classSelectionWindow->AddComponent("Class Selection Title Label",classSelectionLabel); MenuLabel*outline=new MenuLabel(CLASS_SELECTION,{{4,4},outlineSize},"",1,true,false,true,false); classSelectionWindow->AddComponent("Outline Border",outline); vf2d navigationButtonSize={24*2.5f,16}; MenuComponent*backButton=new MenuComponent(CLASS_SELECTION,{{4+2,outlineSize.y+4-navigationButtonSize.y-2},navigationButtonSize},"Back",[](MenuFuncData data){Menu::CloseMenu();}); classSelectionWindow->AddComponent("Back Button",backButton); MenuComponent*confirmButton=new MenuComponent(CLASS_SELECTION,{{outlineSize.x+4-navigationButtonSize.x-2,outlineSize.y+4-navigationButtonSize.y-2},navigationButtonSize},"Confirm",[](MenuFuncData data){ std::string selectedClass=data.component->S(A::CLASS_SELECTION); data.game->ChangePlayerClass(classutils::StringToClass(selectedClass)); GameState::ChangeState(States::GAME_RUN); }); confirmButton->disabled=true; classSelectionWindow->AddComponent("Confirm",confirmButton); vf2d buttonPadding={2,2}; vf2d buttonSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/9-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug. float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3; vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0}; std::arrayclassNames={ Warrior::name, Ranger::name, Wizard::name, Thief::name, Trapper::name, Witch::name, }; std::arrayclassAnimationNames={ Warrior::walk_s, Ranger::walk_s, Wizard::walk_s, Thief::walk_s, Trapper::walk_s, Witch::walk_s, }; std::vectortoggleGroup; for(int i=0;i<6;i++){ std::string className=classNames[i]; std::string classAnimationName=classAnimationNames[i]; vf2d offsetPos={ buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3), buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3)+2*outlineSize.y/9, }; vf2d backgroundOffsetPos={ buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3), buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3), }; vf2d backgroundSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/3-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug. MenuLabel*backgroundOutline=new MenuLabel(CLASS_SELECTION,{backgroundOffsetPos,backgroundSize},"",1,true,false,true,true); MenuLabel*classLabel=new MenuLabel(CLASS_SELECTION,{backgroundOffsetPos,buttonSize},className,1,true,true); MenuAnimatedIconToggleButton*classSprite=new MenuAnimatedIconToggleButton(CLASS_SELECTION,{backgroundOffsetPos+vf2d{0,12},backgroundSize+vf2d{0,-buttonSize.y-12}},classAnimationName,[](MenuFuncData data){ data.menu.components["Confirm"]->Enable(true); data.menu.components["Confirm"]->S(A::CLASS_SELECTION)=data.component->S(A::CLASS_SELECTION); }); toggleGroup.push_back(classSprite); MenuComponent*classButton=new MenuComponent(CLASS_SELECTION,{offsetPos,buttonSize},"Info",CLASS_INFO, [](MenuFuncData data){ data.menu.S(A::CLASS_SELECTION)=data.component->S(A::CLASS_SELECTION); delete Menu::menus[CLASS_INFO]; Menu::InitializeClassInfoWindow(); }); classSprite->S(A::CLASS_SELECTION)=classButton->S(A::CLASS_SELECTION)=className; classSelectionWindow->AddComponent(className+" Button",classButton); classSelectionWindow->AddComponent(className+" Background",backgroundOutline); classSelectionWindow->AddComponent(className+" Label",classLabel); classSelectionWindow->AddComponent(className+" Icon",classSprite); } for(IToggleable*item:toggleGroup){ item->SetToggleGroup(toggleGroup); } }