#pragma once #include "Item.h" #include #include "safemap.h" #include "Theme.h" #include "Attributable.h" #include "olcUTIL_Geometry2D.h" class Crawler; class MenuComponent; enum MenuType{ TEST, TEST_2, INVENTORY, CLASS_INFO, CLASS_SELECTION, MAIN_MENU, OVERWORLD_LEVEL_SELECT, /////////////////////////////////////////////////////////// /*DO NOT REMOVE!!*/ENUM_END//////////////////////////////// /////////////////////////////////////////////////////////// }; template T*Component(MenuType menu,std::string componentName){ return (T*)Menu::menus[menu]->components[componentName]; } class Menu:public IAttributable{ friend class Crawler; friend class Player; friend class ItemInfo; float buttonHoldTime=0; vi2d selection={-1,-1}; vi2d lastActiveMousePos={}; MenuComponent*draggingComponent=nullptr; Renderable r,overlay; static safemap>inventoryListeners; //All menu components that care about inventory updates subscribe to this list indirectly (See Menu::AddInventoryListener()). public: //The constructor is private. Use CreateMenu() instead! Menu()=default; ~Menu(); void AddComponent(std::string key,MenuComponent*button); void Update(Crawler*game); void Draw(Crawler*game); static void InitializeMenus(); static void OpenMenu(MenuType menu,bool cover=true); static void CloseMenu(); static void CloseAllMenus(); static void CleanupAllMenus(); static std::vectorstack; static std::string themeSelection; static safeunorderedmapthemes; static std::vectorunhandledComponents; //This list contains MenuComponents that are created and haven't been assigned via AddComponent. If we get to the end of menu initialization and there are any components in this vector, we have leaked memory and will report this. static const vf2d CENTERED; static bool IsMenuOpen(); safemapcomponents; //A friendly way to interrogate any component we are interested in. std::vectordisplayComponents; //Components that are only for displaying purposes. static std::mapmenus; vf2d pos; //Specify the upper-left corner of the window. Using CENTERED will always put this where the upper-left corner would center the window. vf2d size; //Size in tiles (24x24), every menu will be tile-based safemap>buttons; //Buttons are stored in rows followed by their column order. safemap>keyboardButtons; //Button ordered storage for keyboard/menu static Theme&GetCurrentTheme(); bool UsingMouseNavigation(); void SetMouseNavigation(bool mouseNavigation); static void InventorySlotsUpdated(ITCategory cat); //Called whenever an inventory item gets added to the player's inventory, thus increasing the total number of slots in our bag. static void AddInventoryListener(MenuComponent*component,ITCategory category); //Adds a component to be in a given listener category. vf2d center(); //Returns the last menu type created and last registered component, in case a component is detected as memory leaking, provides this information to each component for safety. static std::pairGetMemoryLeakReportInfo(); virtual void Cleanup(); private: Menu(vf2d pos,vf2d size); static MenuType lastMenuTypeCreated; static std::string lastRegisteredComponent; void HoverMenuSelect(Crawler*game); void MenuSelect(Crawler*game); void CheckClickAndPerformMenuSelect(Crawler*game); //Mandatory before any menu operations! This creates and sets up the menu in memory. static Menu*CreateMenu(MenuType type,vf2d pos,vf2d size); static void InitializeTestMenu(); static void InitializeTestSubMenu(); static void InitializeInventoryWindow(); static void InitializeClassInfoWindow(); static void InitializeClassSelectionWindow(); static void InitializeMainMenuWindow(); static void InitializeOverworldMapLevelWindow(); //X (0-2), Y (0-2) for specific 9-patch tile (tiled version). static Renderable&GetPatchPart(int x,int y); void KeyboardButtonNavigation(Crawler*game,vf2d menuPos); void DrawScaledWindowBackground(Crawler*game,vf2d menuPos); void DrawTiledWindowBackground(Crawler*game,vf2d menuPos); void DrawScaledWindowBorder(Crawler*game,vf2d menuPos); void DrawTiledWindowBorder(Crawler*game,vf2d menuPos); //This triggers if we use a keyboard/controller input to try and select some off-screen menu item. We should ideally follow the menu cursor. bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton); Pixel GetRenderColor(); static bool MOUSE_NAVIGATION; static bool cover; //A black cover for when a menu pops up to fade out the stuff behind it. }; struct MenuFuncData{ Menu&menu; Crawler*game; MenuComponent*component; }; typedef std::function MenuFunc;