#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 © 2024 The FreeType Project (www.freetype.org). Please see LICENSE_FT.txt for more information. All rights reserved. */ #pragma endregion #include "Menu.h" #include "AdventuresInLestoria.h" #include "MenuIconButton.h" #include "MenuItemLabel.h" #include "SoundEffect.h" INCLUDE_game void Menu::InitializeArtificerEnchantConfirmWindow(){ Menu*artificerEnchantConfirmWindow=CreateMenu(ARTIFICER_ENCHANT_CONFIRM,CENTERED,vi2d{240,144}); auto enchantSuccessLabel{artificerEnchantConfirmWindow->ADD("Enchant Success Label",MenuLabel)(geom2d::rect{{0.f,-14.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Enchantment Success!",1.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END}; auto chooseResultLabel{artificerEnchantConfirmWindow->ADD("Choose Result Label",MenuLabel)(geom2d::rect{vf2d{0.f,0.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Choose a Result",1.f,ComponentAttr::SHADOW)END}; auto backgroundOld{artificerEnchantConfirmWindow->ADD("Old Background",MenuLabel)(geom2d::rect{{-2.f,12.f},{artificerEnchantConfirmWindow->size.x/2.f-4.f,124.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END}; auto backgroundNew{artificerEnchantConfirmWindow->ADD("New Background",MenuLabel)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/2.f-2.f+8.f,12.f},{artificerEnchantConfirmWindow->size.x/2.f-4.f,124.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END}; const float oldLabelTextWidth{game->GetTextSize("OLD").x*2.f}; auto oldLabel{artificerEnchantConfirmWindow->ADD("Old Item Label",MenuLabel)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/4.f-oldLabelTextWidth/2-4.f,14.f},vf2d{oldLabelTextWidth+8.f,24.f}},"OLD",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END}; const float newLabelTextWidth{game->GetTextSize("NEW").x*2.f}; auto newLabel{artificerEnchantConfirmWindow->ADD("New Item Label",MenuLabel)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/2.f+artificerEnchantConfirmWindow->size.x/4.f-oldLabelTextWidth/2+2.f,14.f},vf2d{oldLabelTextWidth+8.f,24.f}},"NEW",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END}; auto oldIcon{artificerEnchantConfirmWindow->ADD("Old Item Icon",MenuIconButton)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/4.f-16.f,42.f},{24,24}},nullptr,DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE)END}; auto newIcon{artificerEnchantConfirmWindow->ADD("New Item Icon",MenuIconButton)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/2.f+artificerEnchantConfirmWindow->size.x/4.f-16.f+4.f,42.f},{24,24}},nullptr,DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE)END}; auto oldItemDescription{artificerEnchantConfirmWindow->ADD("Old Item Description",MenuItemLabel)(geom2d::rect{{0.f,74.f},{artificerEnchantConfirmWindow->size.x/2.f-8.f,60.f}},Item::BLANK,ItemLabelDescriptionType::ITEM_DESCRIPTION,0.5f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::LEFT_ALIGN)END}; auto newItemDescription{artificerEnchantConfirmWindow->ADD("New Item Description",MenuItemLabel)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/2.f+8.f,74.f},{artificerEnchantConfirmWindow->size.x/2.f-8.f,60.f}},Item::BLANK,ItemLabelDescriptionType::ITEM_DESCRIPTION,0.5f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::LEFT_ALIGN)END}; const float takeOldTextWidth{float(game->GetTextSize("Take Old").x)*2.f}; auto takeOldButton{artificerEnchantConfirmWindow->ADD("Take Old Button",MenuComponent)(geom2d::rect{{artificerEnchantConfirmWindow->size.x/4.f-takeOldTextWidth/2.f,138.f},{takeOldTextWidth-8.f,20.f}},"Take Old",[](MenuFuncData data){ onClick: std::any&oldEnchant{Menu::menus[ARTIFICER_ENCHANT]->ANY(A::ENCHANT)}; std::weak_ptrnewItem{std::get>(Component(data.menu.GetType(),"New Item Description")->GetItem())}; //NOTE: We're making an assumption here that the new item description holds a weak pointer. This should be true because the only way to get here was to set it up through clicking the Enchant button in Artificer Enchant Window. if(oldEnchant.has_value())newItem.lock()->_EnchantItem(std::any_cast(oldEnchant)); else newItem.lock()->RemoveEnchant(); Component(ARTIFICER_ENCHANT,"Fragment Enchant Button")->SetGrayedOut(!newItem.lock()->CanBeEnchanted()); const std::string_view fragmentName{newItem.lock()->FragmentName()}; const Pixel fragmentItemDisplayCol{Inventory::GetItemCount(fragmentName)>="Fragment Enchant Cost"_i[0]?WHITE:RED}; const Pixel moneyCostDisplayCol{game->GetPlayer()->GetMoney()>="Fragment Enchant Cost"_i[1]?WHITE:RED}; Component(ARTIFICER_ENCHANT,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName))); Component(ARTIFICER_ENCHANT,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1])); SoundEffect::PlaySFX("Take Enchant",SoundEffect::CENTERED); Menu::CloseMenu(); return true; },vf2d{2.f,2.f})END}; const float takeNewTextWidth{float(game->GetTextSize("Take New").x)*2.f}; auto takeNewButton{artificerEnchantConfirmWindow->ADD("Take New Button",MenuComponent)(geom2d::rect{vf2d{artificerEnchantConfirmWindow->size.x/2.f+8.f+artificerEnchantConfirmWindow->size.x/4.f-takeNewTextWidth/2.f,138.f},{takeNewTextWidth-8.f,20.f}},"Take New",[](MenuFuncData data){ onClick: std::weak_ptrnewItem{std::get>(Component(data.menu.GetType(),"New Item Description")->GetItem())}; Component(ARTIFICER_ENCHANT,"Fragment Enchant Button")->SetGrayedOut(!newItem.lock()->CanBeEnchanted()); const std::string_view fragmentName{newItem.lock()->FragmentName()}; const Pixel fragmentItemDisplayCol{Inventory::GetItemCount(fragmentName)>="Fragment Enchant Cost"_i[0]?WHITE:RED}; const Pixel moneyCostDisplayCol{game->GetPlayer()->GetMoney()>="Fragment Enchant Cost"_i[1]?WHITE:RED}; Component(ARTIFICER_ENCHANT,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName))); Component(ARTIFICER_ENCHANT,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1])); SoundEffect::PlaySFX("Take Enchant",SoundEffect::CENTERED); Menu::CloseMenu(); return true; },vf2d{2.f,2.f})END}; artificerEnchantConfirmWindow->SetupKeyboardNavigation( [](MenuType type,Data&returnData){ //On Open returnData="Take New Button"; }, { //Button Key {game->KEY_SCROLL,{"Navigate",[](MenuType type){}}}, {game->KEY_CONFIRM,{"Select",[](MenuType type){}}}, } ,{ //Button Navigation Rules {"Take Old Button",{ .left="Take New Button", .right="Take New Button",}}, {"Take New Button",{ .left="Take Old Button", .right="Take Old Button",}}, }); }