The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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76 lines
3.1 KiB
76 lines
3.1 KiB
#pragma once
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "MenuAnimatedIconButton.h"
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INCLUDE_game
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typedef Attribute A;
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void Menu::InitializeClassSelectionWindow(){
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Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,game->GetScreenSize()-vi2d{24,24});
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classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class.
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vf2d outlineSize=classSelectionWindow->size-vf2d{13,13};
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MenuLabel*classSelectionLabel=new MenuLabel(CLASS_SELECTION,{{4,20},{outlineSize.x,32}},"Choose a Character Class",2,true,true,true,true);
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classSelectionWindow->AddComponent("Class Selection Title Label",classSelectionLabel);
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MenuLabel*outline=new MenuLabel(CLASS_SELECTION,{{4,4},outlineSize},"",1,true,false,true,false);
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classSelectionWindow->AddComponent("Outline Border",outline);
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vf2d buttonPadding={2,2};
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vf2d buttonSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/9-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
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float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3;
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vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0};
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std::array<std::string,6>classNames={
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Warrior::name,
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Ranger::name,
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Wizard::name,
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Thief::name,
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Trapper::name,
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Witch::name,
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};
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std::array<std::string,6>classAnimationNames={
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Warrior::walk_s,
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Ranger::walk_s,
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Wizard::walk_s,
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Thief::walk_s,
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Trapper::walk_s,
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Witch::walk_s,
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};
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for(int i=0;i<6;i++){
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std::string className=classNames[i];
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std::string classAnimationName=classAnimationNames[i];
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vf2d offsetPos={
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buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
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buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3)+2*outlineSize.y/9,
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};
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vf2d backgroundOffsetPos={
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buttonStartPos.x+(buttonSize.x+buttonPadding.x)*float(i%3),
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buttonStartPos.y+(buttonSize.y+buttonPadding.y+2*outlineSize.y/9)*float(i/3),
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};
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vf2d backgroundSize={floor(outlineSize.y/3-buttonPadding.y*3),outlineSize.y/3-buttonPadding.y*3}; //The floor is for fixing a small pixel rounding bug.
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MenuLabel*backgroundOutline=new MenuLabel(CLASS_SELECTION,{backgroundOffsetPos,backgroundSize},"",1,true,false,true,true);
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MenuLabel*classLabel=new MenuLabel(CLASS_SELECTION,{backgroundOffsetPos,buttonSize},className,1,true,true);
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MenuAnimatedIconButton*classSprite=new MenuAnimatedIconButton(CLASS_SELECTION,{backgroundOffsetPos+vf2d{0,12},backgroundSize+vf2d{0,-buttonSize.y-12}},classAnimationName,[](MenuFuncData data){},false);
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MenuComponent*classButton=new MenuComponent(CLASS_SELECTION,{offsetPos,buttonSize},"Info",CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=data.component->S(A::CLASS_SELECTION);
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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classButton->S(A::CLASS_SELECTION)=className;
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classSelectionWindow->AddComponent(className+" Button",classButton);
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classSelectionWindow->AddComponent(className+" Background",backgroundOutline);
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classSelectionWindow->AddComponent(className+" Label",classLabel);
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classSelectionWindow->AddComponent(className+" Icon",classSprite);
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}
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} |