#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 "Menu.h" #include "MenuComponent.h" #include "PopupMenuLabel.h" #include "StatLabel.h" #include "CharacterRotatingDisplay.h" #include "AdventuresInLestoria.h" #include "ClassInfo.h" #include "MenuItemItemButton.h" #include "EquipSlotButton.h" #include "Item.h" #include "ScrollableWindowComponent.h" #include "RowItemDisplay.h" #include "SoundEffect.h" INCLUDE_game INCLUDE_GFX void Menu::InitializeCharacterMenuWindow(){ static bool equipmentWindowOpened=false; vf2d windowSize=game->GetScreenSize()-vf2d{52,52}; Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize); characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect{{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END; const static std::arraydisplayAttrs{ "Health", "Attack", "Defense", "Move Spd %", "CDR", "Crit Rate", "Crit Dmg", }; characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)(geom2d::rect{{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END ->Enable(false); characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)(geom2d::rect{{123,28},{120,windowSize.y-37-24}})DEPTH -1 END ->Enable(false); characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)(geom2d::rect{{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END ->Enable(false); auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)(geom2d::rect{{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select", [](MenuFuncData data){ Component(data.component.lock()->parentMenu,"Equip Selection Outline")->Enable(false); Component(data.component.lock()->parentMenu,"Equip List")->Enable(false); Component(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Enable(false); Component(data.component.lock()->parentMenu,"Equip Selection Select Button")->Enable(false); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(true); for(int counter=0;const std::string&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label"); statDisplayLabel.lock()->SetStatChangeAmt(0); } equipmentWindowOpened=false; return true; })DEPTH 0 END; equipSelectionSelectButton->Enable(false); const static auto GetLabelText=[](ItemAttribute attribute){ std::string attrStr=std::string(attribute.Name())+":\n "; attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute)); if(attribute.DisplayAsPercent()){ attrStr+="%"; } return attrStr; }; int equipSlot=1; for(int i=0;i<8;i++){ float x=31+(i%2)*33; float y=24+(i/2)*28; float labelX=0+(i%2)*88; float labelY=24+(i/2)*28+36; if(i<6){ y-=8; labelY-=8; } const static std::arrayslotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"}; EquipSlot slot=EquipSlot(equipSlot); auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)(geom2d::rect{{x,y+28},{24,24}},slot,MenuType::ENUM_END, [&](MenuFuncData data){ EquipSlot slot=EquipSlot(data.component.lock()->I(Attribute::EQUIP_TYPE)); const std::vector>&equips=Inventory::get("Equipment"); const std::vector>&accessories=Inventory::get("Accessories"); std::vector>availableEquipment; std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptrit){ return it->GetEquipSlot()&slot; }); std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptrit){ return it->GetEquipSlot()&slot; }); std::shared_ptrequipList=Component(data.component.lock()->parentMenu,"Equip List"); equipList->RemoveAllComponents(); for(int counter=0;const std::weak_ptrit:availableEquipment){ const static auto OppositeRingSlotDoesNotMatchCurrentEquip=[](std::weak_ptrcomp){ EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)); std::weak_ptrotherItem; if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2); else if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1); return ISBLANK(otherItem)||(&*comp.lock()->GetItem().lock()!=&*otherItem.lock()); }; auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)(geom2d::rect{{2,2+counter*29.f},{120-15,28}},it, [](MenuFuncData data){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(data.component.lock()); if(!comp.expired()){ if(OppositeRingSlotDoesNotMatchCurrentEquip(comp.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply. Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE))); SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED); for(std::weak_ptrbutton:DYNAMIC_POINTER_CAST(data.parentComponent.lock())->GetComponents()){ std::weak_ptrcomp=DYNAMIC_POINTER_CAST(button.lock()); comp.lock()->SetSelected(false); } comp.lock()->SetSelected(true); for(int counter=0;const std::string&attribute:displayAttrs){ std::shared_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label"); statDisplayLabel->SetStatChangeAmt(0); } std::shared_ptrequipButton=Component(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]); equipButton->SetItem(comp.lock()->GetItem(),false); } }else{ ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!"); } return true; },"Item Name","Item Description")END; equip->SetHoverFunc( [&](MenuFuncData data){ std::weak_ptrbutton=DYNAMIC_POINTER_CAST(data.component.lock()); if(!button.expired()){ const std::weak_ptrbuttonItem=button.lock()->GetItem(); std::vectorstatsBeforeEquip; EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE)); for(const std::string&attribute:displayAttrs){ statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute)); } std::weak_ptrequippedItem=Inventory::GetEquip(slot); std::weak_ptrotherItem; if(slot==EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2); else if(slot==EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1); if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply. Inventory::EquipItem(buttonItem,slot); for(int counter=0;const std::string&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label"); int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter]; statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt); counter++; } Inventory::UnequipItem(slot); if(!ISBLANK(equippedItem)){ Inventory::EquipItem(equippedItem,slot); } if(!ISBLANK(otherItem)){ if(slot==EquipSlot::RING1)Inventory::EquipItem(otherItem,EquipSlot::RING2); else if(slot==EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1); } } }else{ ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!"); } return true; }); equip->SetMouseOutFunc( [](MenuFuncData data){ for(int counter=0;const std::string&attribute:displayAttrs){ std::weak_ptrstatDisplayLabel=Component(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label"); statDisplayLabel.lock()->SetStatChangeAmt(0); counter++; } return true; }); equip->SetShowQuantity(false); equip->SetSelectionType(SelectionType::NONE); equip->I(Attribute::EQUIP_TYPE)=int(slot); if(Inventory::GetEquip(slot)==it){ equip->SetSelected(true); } equip->SetCompactDescriptions(NON_COMPACT); counter++; } equipList->I(Attribute::INDEXED_THEME)=data.component.lock()->I(Attribute::INDEXED_THEME); Component(data.component.lock()->parentMenu,"Equip Selection Outline")->Enable(true); equipList->Enable(true); Component(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Enable(true); Component(data.component.lock()->parentMenu,"Equip Selection Select Button")->Enable(true); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(false); equipmentWindowOpened=true; return true; },[](MenuFuncData data){//On Mouse Hover EquipSlot slot=DYNAMIC_POINTER_CAST(data.component.lock())->GetSlot(); const std::weak_ptrequip=Inventory::GetEquip(slot); if(!ISBLANK(equip)){ Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(false); } return true; },[](MenuFuncData data){//On Mouse Out if(!equipmentWindowOpened){ Component(data.component.lock()->parentMenu,"Item Equip Description")->SetLabel(""); Component(data.component.lock()->parentMenu,"Item Equip Name")->Enable(false); Component(data.component.lock()->parentMenu,"Item Equip Description")->Enable(false); Component(data.component.lock()->parentMenu,"Character Rotating Display")->Enable(true); } return true; },"Item Equip Name","Item Equip Description")END; equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot); equipmentSlot->I(Attribute::INDEXED_THEME)=i; equipmentSlot->SetShowQuantity(false); equipmentSlot->SetCompactDescriptions(false); equipSlot<<=1; characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)(geom2d::rect{{labelX,labelY},{24,16}},slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END; Menu::AddEquipStatListener(equipmentSlot); } characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; int yOffset=0; for(const std::string&attribute:displayAttrs){ std::string attrStr=GetLabelText(ItemAttribute::Get(attribute)); auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label",StatLabel)(geom2d::rect{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; Menu::AddEquipStatListener(attrLabel); yOffset+=20; } characterMenuWindow->ADD("Back button",MenuComponent)(geom2d::rect{{windowSize.x/2-64,windowSize.y},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END; auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)(geom2d::rect{{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END; auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)(geom2d::rect{{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END; auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)(geom2d::rect{{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END; auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)(geom2d::rect{{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END; itemNameDisplay->Enable(false); itemDescriptionDisplay->Enable(false); itemEquipNameDisplay->Enable(false); itemEquipDescriptionDisplay->Enable(false); }