#pragma once #include "Crawler.h" #include "DEFINES.h" #include "Menu.h" #include "EncountersSpawnListScrollableWindowComponent.h" #include "MenuLabel.h" #include "MenuComponent.h" #include "State_OverworldMap.h" #include "Map.h" INCLUDE_game INCLUDE_LEVEL_NAMES INCLUDE_MONSTER_DATA typedef Attribute A; void Menu::InitializeOverworldMapLevelWindow(){ vf2d windowSize={game->GetScreenSize().x/3.f-24,float(game->GetScreenSize().y)-48}; Menu*levelSelectWindow=CreateMenu(OVERWORLD_LEVEL_SELECT,{game->GetScreenSize().x-game->GetScreenSize().x/3.f,24},windowSize); State_OverworldMap*overworldMap=(State_OverworldMap*)GameState::states[States::OVERWORLD_MAP]; //HACK ALERT!! We're going to make an assumption that we are in the overworld map state. //Map&loadedMap=MapHelper::MapFromString(overworldMap->GetCurrentConnectionPoint().map); //std::set&spawns=loadedMap.spawns; /*int yOffset=40; for(int key:spawns){ MenuLabel*testLabel=new MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,float(yOffset)},{windowSize.x,24}},MONSTER_DATA[key].GetDisplayName()); yOffset+=28; levelSelectWindow->AddComponent(MONSTER_DATA[key].GetDisplayName()+" Display Label",testLabel); }*/ MenuLabel*chapterLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,4},{windowSize.x,16}},"Chapter",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); MenuLabel*stageLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,24},{windowSize.x,16}},"Stage",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); MenuLabel*panel1Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,0},{windowSize.x-1,44}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE); levelSelectWindow->AddComponent("Panel 1 Back",panel1Back); levelSelectWindow->AddComponent("Chapter Label",chapterLabel); levelSelectWindow->AddComponent("Stage Label",stageLabel); MenuLabel*encountersLabel=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,12}},"Encounters:",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN); EncountersSpawnListScrollableWindowComponent*spawns=NEW EncountersSpawnListScrollableWindowComponent(OVERWORLD_LEVEL_SELECT,{{1,64},{windowSize.x-2,84}},ComponentAttr::BACKGROUND); MenuLabel*panel2Back=NEW MenuLabel(OVERWORLD_LEVEL_SELECT,{{0,52},{windowSize.x-1,96}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE); levelSelectWindow->AddComponent("Panel 2 Back",panel2Back); levelSelectWindow->AddComponent("Encounters Label",encountersLabel); levelSelectWindow->AddComponent("Spawns List",spawns); MenuComponent*changeLoadoutButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,152},{windowSize.x-1,12}},"Change Loadout",INVENTORY,[](MenuFuncData data){return true;}); MenuComponent*enterButton=NEW MenuComponent(OVERWORLD_LEVEL_SELECT,{{0,166},{windowSize.x-1,16}},"Enter",[](MenuFuncData data){State_OverworldMap::StartLevel();return true;}); levelSelectWindow->AddComponent("Change Loadout Button",changeLoadoutButton); levelSelectWindow->AddComponent("Enter Button",enterButton); }