#pragma once #include "Crawler.h" #include "DEFINES.h" #include "Menu.h" #include "CharacterRotatingDisplay.h" #include "ClassInfo.h" #include "CharacterAbilityPreviewComponent.h" INCLUDE_game INCLUDE_GFX INCLUDE_DATA typedef Attribute A; void Menu::InitializeClassInfoWindow(){ Menu*classInfoWindow=CreateMenu(CLASS_INFO,CENTERED,game->GetScreenSize()-vi2d{24,24}); Menu*classSelectionWindow=Menu::menus[CLASS_SELECTION]; ClassInfo data=classutils::GetClassInfo(classSelectionWindow->S(A::CLASS_SELECTION)); MenuLabel*label=NEW MenuLabel(CLASS_INFO,{{0,0},{classInfoWindow->size.x-1,24}},data.className,2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND); classInfoWindow->AddComponent("Class Name",label); CharacterRotatingDisplay*classDisplay=NEW CharacterRotatingDisplay(CLASS_INFO,{{0,0},{72,120}},GFX[data.classFullImgName].Decal()); classInfoWindow->AddComponent("Rotating Character Display",classDisplay); vf2d healthDisplayLabelPos={classInfoWindow->size.x/3,label->GetPos().y+24}; vf2d labelSize={2*classInfoWindow->size.x/3-1,16}; MenuLabel*baseStatsLabel=NEW MenuLabel(CLASS_INFO,{{0,label->GetPos().y+24},{classInfoWindow->size.x/3,labelSize.y}},"Base Stats",1,ComponentAttr::SHADOW|ComponentAttr::OUTLINE); MenuLabel*healthDisplayLabel=NEW MenuLabel(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,16*0},labelSize},"Health: "+std::to_string(data.baseHealth)+" + "+std::to_string(data.healthGrowthRate).substr(0,3)+" per level",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE); MenuLabel*atkDisplayLabel=NEW MenuLabel(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,16*1},labelSize},"Attack: "+std::to_string(data.baseAtk)+" + "+std::to_string(data.atkGrowthRate).substr(0,3)+" per level",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::OUTLINE); classInfoWindow->AddComponent("Base Stats Text",baseStatsLabel); classInfoWindow->AddComponent("Health Display Text",healthDisplayLabel); classInfoWindow->AddComponent("Attack Display Text",atkDisplayLabel); vf2d abilityIconOffsets = {0,32}; CharacterAbilityPreviewComponent*ability1=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*0}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability1); CharacterAbilityPreviewComponent*ability2=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*1}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability2); CharacterAbilityPreviewComponent*ability3=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*2}+abilityIconOffsets,labelSize*vf2d{1,2}},data.ability3); CharacterAbilityPreviewComponent*rightClickAbility=NEW CharacterAbilityPreviewComponent(CLASS_INFO,{healthDisplayLabelPos+vf2d{0,32*3}+abilityIconOffsets,labelSize*vf2d{1,2}},data.rightClickAbility); classInfoWindow->AddComponent("Ability 1 Display",ability1); classInfoWindow->AddComponent("Ability 2 Display",ability2); classInfoWindow->AddComponent("Ability 3 Display",ability3); classInfoWindow->AddComponent("Right Click Ability Display",rightClickAbility); MenuComponent*backButton=NEW MenuComponent(CLASS_INFO,{{classInfoWindow->center().x/2,healthDisplayLabelPos.y+32*4+abilityIconOffsets.y+12},{classInfoWindow->size.x/2,16}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;}); classInfoWindow->AddComponent("Back Button",backButton); }