The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/ArtificerEnchantWindow.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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 "RowInventoryScrollableWindowComponent.h"
#include "MenuItemItemButton.h"
#include "MenuItemLabel.h"
#include "MenuDecal.h"
#include "PlayerMoneyLabel.h"
#include "SoundEffect.h"
INCLUDE_game
void Menu::InitializeArtificerEnchantWindow(){
Menu*artificerEnchantWindow=CreateMenu(ARTIFICER_ENCHANT,CENTERED,game->GetScreenSize()-vi2d{52,52});
auto enchantingTitleLabel{artificerEnchantWindow->ADD("Enchanting Title Label",MenuLabel)(geom2d::rect<float>{{0.f,-16.f},{artificerEnchantWindow->size.x,24.f}},"Accessory Enchanting",2.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END};
auto inventoryLabel{artificerEnchantWindow->ADD("Accessory List Label",MenuLabel)(geom2d::rect<float>{{0.f,12.f},{180.f,12.f}},"Choose Accessory:",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
auto itemIcon{artificerEnchantWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>({artificerEnchantWindow->size.x/2+4.f,16.f},{48,48}),Item::BLANK,DO_NOTHING,"","Item Description",IconButtonAttr::NOT_SELECTABLE)END};
itemIcon->SetIconScale({2.f,2.f});
itemIcon->SetCompactDescriptions(true);
auto accessoryDescription{artificerEnchantWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+56.f,16.f},{artificerEnchantWindow->size.x/2-40.f,72.f}},"",0.5f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
const auto ResetEnchantDisplay{[artificerEnchantWindow](){
MenuType menuType{artificerEnchantWindow->GetType()};
Component<MenuItemItemButton>(menuType,"Item Icon")->SetItem(Item::BLANK);
Component<ScrollableWindowComponent>(menuType,"Enchant Container")->Disable();
Component<MenuLabel>(menuType,"Enchant List Header")->Disable();
Component<MenuLabel>(menuType,"Enchant Cost Label")->Disable();
Component<MenuDecal>(menuType,"Fragment Cost Icon")->Disable();
Component<MenuLabel>(menuType,"Fragment Label")->Disable();
Component<MenuLabel>(menuType,"Fragment Money Cost Label")->Disable();
Component<MenuComponent>(menuType,"Fragment Enchant Button")->Disable();
}};
const auto EnableEnchantDisplay{[artificerEnchantWindow](){
MenuType menuType{artificerEnchantWindow->GetType()};
const std::weak_ptr<Item>&selectedItem{Component<MenuItemItemButton>(menuType,"Item Icon")->GetItem()};
std::vector<ItemEnchantInfo>availableEnchants{ItemEnchant::GetAvailableEnchants()};
std::sort(availableEnchants.begin(),availableEnchants.end(),[](const ItemEnchantInfo&enchant1,const ItemEnchantInfo&enchant2){
return enchant1.Category()!=enchant2.Category()?int(enchant1.Category())<int(enchant2.Category()):enchant1.Name()<enchant2.Name();
});
std::string enchantList{std::accumulate(availableEnchants.begin(),availableEnchants.end(),""s,[](const std::string&acc,const ItemEnchantInfo&enchant){
return std::format("{}{}{}#FFFFFF\n",acc,enchant.DisplayCol().toHTMLColorCode(),enchant.Name());
})};
Component<ScrollableWindowComponent>(menuType,"Enchant Container")->Enable();
Component<MenuLabel>(menuType,"Enchant List")->SetLabel(enchantList);
Component<MenuLabel>(menuType,"Enchant List Header")->Enable();
Component<MenuLabel>(menuType,"Enchant Cost Label")->Enable();
Component<MenuDecal>(menuType,"Fragment Cost Icon")->Enable();
Component<MenuDecal>(menuType,"Fragment Cost Icon")->SetImage(GFX.at(selectedItem.lock()->FragmentIcon().value()));
Component<MenuLabel>(menuType,"Fragment Label")->Enable();
Component<MenuLabel>(menuType,"Fragment Money Cost Label")->Enable();
Component<MenuComponent>(menuType,"Fragment Enchant Button")->Enable();
Component<MenuComponent>(menuType,"Fragment Enchant Button")->SetGrayedOut(!selectedItem.lock()->CanBeEnchanted());
const std::string_view fragmentName{selectedItem.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<MenuLabel>(menuType,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName)));
Component<MenuLabel>(menuType,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1]));
}};
auto inventoryDisplay{artificerEnchantWindow->ADD("Accessory List",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0.f,28.f},{artificerEnchantWindow->size.x/2-4.f,artificerEnchantWindow->size.y-44}},"","",[](MenuFuncData data){
OnClick:
RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->SelectChild(DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component));
return true;
},[EnableEnchantDisplay](MenuFuncData data){OnHover:
RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem());
EnableEnchantDisplay();
return true;
},[ResetEnchantDisplay,EnableEnchantDisplay](MenuFuncData data){OnMouseOut:
ResetEnchantDisplay();
auto childComponent{DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->GetSelectedChild()};
if(childComponent){
RowItemDisplay&item{childComponent.value().get()};
Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem());
EnableEnchantDisplay();
}
return true;
},
InventoryCreator::RowPlayer_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={artificerEnchantWindow->size.x/2-5.f-12.f,28}})END};
auto enchantListHeaderLabel{artificerEnchantWindow->ADD("Enchant List Header",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,92.f},{artificerEnchantWindow->size.x/2+12.f,12.f}},"Possible Enchantments:",1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END};
auto enchantContainer{artificerEnchantWindow->ADD("Enchant Container",ScrollableWindowComponent)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,104.f},{artificerEnchantWindow->size.x/2+12.f,44.f}})END};
auto enchantList{enchantContainer->ADD("Enchant List",MenuLabel)(geom2d::rect<float>{{0.f,2.f},{enchantContainer->GetSize().x-12.f,0.f}},"",1.f,ComponentAttr::CENTER|ComponentAttr::SHADOW)END};
auto enchantCostLabel{artificerEnchantWindow->ADD("Enchant Cost Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,152.f},{64.f,20.f}},"Enchant Cost:",1.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END};
auto fragmentCostIcon{artificerEnchantWindow->ADD("Fragment Cost Icon",MenuDecal)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+68.f,152.f},{12.f,12.f}})END};
auto fragmentDisplayLabel{artificerEnchantWindow->ADD("Fragment Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+80.f,152.f},{artificerEnchantWindow->size.x/2-60.f,12.f}},"",1.f,ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL|ComponentAttr::LEFT_ALIGN)END};
auto fragmentMoneyCostLabel{artificerEnchantWindow->ADD("Fragment Money Cost Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+80.f,164.f},{artificerEnchantWindow->size.x/2-60.f,12.f}},"",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
auto fragmentEnchantButton{artificerEnchantWindow->ADD("Fragment Enchant Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+96.f,180.f},{artificerEnchantWindow->size.x/2-80.f,12.f}},"Enchant",[EnableEnchantDisplay](MenuFuncData data){
onClick:
EnableEnchantDisplay(); //Refresh the current display contents.
SoundEffect::PlaySFX("Enchant Item",SoundEffect::CENTERED);
std::weak_ptr<Item>item{Component<MenuItemItemButton>(data.menu.type,"Item Icon")->GetItem()};
std::optional<ItemEnchant>previousEnchant{item.lock()->GetEnchant()};
data.menu.ANY(A::ENCHANT)={};
if(previousEnchant.has_value())data.menu.ANY(A::ENCHANT)=previousEnchant.value();
Component<MenuIconButton>(ARTIFICER_ENCHANT_CONFIRM,"Old Item Icon")->SetIcon(item.lock()->Icon().Decal());
Component<MenuItemLabel>(ARTIFICER_ENCHANT_CONFIRM,"Old Item Description")->SetItem(*item.lock());
item.lock()->ApplyRandomEnchant();
const ItemEnchant&newEnchant{item.lock()->GetEnchant().value()};
Component<MenuIconButton>(ARTIFICER_ENCHANT_CONFIRM,"New Item Icon")->SetIcon(item.lock()->Icon().Decal());
Component<MenuItemLabel>(ARTIFICER_ENCHANT_CONFIRM,"New Item Description")->SetItem(item.lock());
Menu::OpenMenu(ARTIFICER_ENCHANT_CONFIRM,true);
return true;
})END};
#pragma region Money Display
vf2d moneyIconPos{artificerEnchantWindow->size.x/2-28.f,artificerEnchantWindow->size.y-12.f};
auto moneyIcon=artificerEnchantWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
auto moneyDisplay=artificerEnchantWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos+vf2d{26.f,4.f},moneyTextSize},2,1.85f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
auto backButton{artificerEnchantWindow->ADD("Back",MenuComponent)(geom2d::rect<float>{{0.f,artificerEnchantWindow->size.y-12.f},{96.f,16.f}},"Back",[](MenuFuncData data){
Menu::CloseMenu();
return true;
})END};
ResetEnchantDisplay();
Menu::AddInventoryListener(inventoryDisplay,"Accessories");
artificerEnchantWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
auto&items{Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents()};
if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
else if(items.size()>0)returnData=items[0];
else returnData="Back";
},
{ //Button Key
{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
{game->KEY_BACK,{"Stay",[](MenuType type){
Menu::CloseMenu();
}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
{{game->KEY_SHOULDER2,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_FASTSCROLLUP,PressedDAS},{"Scroll",[](MenuType type){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->DecreaseSelectionIndex(3.f);
}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"Scroll",[](MenuType type){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}}},
{{game->KEY_SCROLLVERT_R,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll Enchants",[](MenuType type){
Component<ScrollableWindowComponent>(type,"Enchant Container")->Scroll(game->KEY_SCROLLVERT.Analog());
}}},
}
,{ //Button Navigation Rules
{"Accessory List",{
.up=[&](MenuType type,Data&returnData){
Menu::ScrollUp(type,"Accessory List",returnData,"Back");
},
.down=[&](MenuType type,Data&returnData){
Menu::ScrollDown(type,"Accessory List",returnData,"Back");
},
.left="Back",
.right=[&](MenuType type,Data&returnData){
Menu::menus[type]->GetSelection().lock()->Click();
returnData="Fragment Enchant Button";
},}},
{"Back",{
.up=[&](MenuType type,Data&returnData){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
},
.down=[&](MenuType type,Data&returnData){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
},
.left="Fragment Enchant Button",
.right="Fragment Enchant Button",}},
{"Fragment Enchant Button",{
.up=[&](MenuType type,Data&returnData){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
},
.down=[&](MenuType type,Data&returnData){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
},
.left=[&](MenuType type,Data&returnData){
if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
else returnData="Back";
},
.right="Back",}},
}
);
}