The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
185 lines
9.2 KiB
185 lines
9.2 KiB
#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 © 2023 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 "MenuItemItemButton.h"
|
|
#include "PlayerMoneyLabel.h"
|
|
#include "RowInventoryScrollableWindowComponent.h"
|
|
#include "EnhancementStatsLabel.h"
|
|
#include "RequiredMaterialsList.h"
|
|
|
|
INCLUDE_game
|
|
INCLUDE_ITEM_CATEGORIES
|
|
INCLUDE_DATA
|
|
INCLUDE_GFX
|
|
|
|
void Menu::InitializeBlacksmithCraftingWindow(){
|
|
Menu*blacksmithWindow=CreateMenu(BLACKSMITH,CENTERED,game->GetScreenSize()-vi2d{52,52});
|
|
|
|
std::vector<std::pair<std::string,int>>categories;
|
|
std::vector<std::weak_ptr<Item>>weaponInventory;
|
|
std::vector<std::weak_ptr<Item>>armorInventory;
|
|
|
|
#pragma region Build Equipment Lists
|
|
std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::weak_ptr<Item> item){
|
|
switch(item.lock()->GetEquipSlot()){
|
|
case EquipSlot::WEAPON:{
|
|
weaponInventory.push_back(item);
|
|
}break;
|
|
case EquipSlot::NONE:
|
|
case EquipSlot::RING1:
|
|
case EquipSlot::RING2:break;//No-op
|
|
default:{ //We assume everything else is armor.
|
|
armorInventory.push_back(item);
|
|
}
|
|
}
|
|
});
|
|
#pragma endregion
|
|
|
|
auto weaponTab=blacksmithWindow->ADD("Weapon Tab",MenuComponent)({{2,0},{blacksmithWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){
|
|
Component<MenuComponent>(BLACKSMITH,"Armor Tab")->selected=false;
|
|
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(true);
|
|
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(false);
|
|
data.component->selected=true;
|
|
return true;
|
|
})END;
|
|
weaponTab->selected=true;
|
|
weaponTab->selectionType=SelectionType::HIGHLIGHT;
|
|
auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)({{blacksmithWindow->size.x/2+2,0},{blacksmithWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){
|
|
Component<MenuComponent>(BLACKSMITH,"Weapon Tab")->selected=false;
|
|
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Weapon Inventory Display")->Enable(false);
|
|
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable(true);
|
|
data.component->selected=true;
|
|
return true;
|
|
})END;
|
|
armorTab->selectionType=SelectionType::HIGHLIGHT;
|
|
|
|
#pragma region Weapon Inventory Display
|
|
auto weaponsDisplay=blacksmithWindow->ADD("Weapon Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
|
|
[](MenuFuncData data){
|
|
RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
const std::weak_ptr<Item>item=comp->GetItem();
|
|
|
|
std::string label="";
|
|
if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
|
|
label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
|
|
}
|
|
Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
|
|
Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
|
|
Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
|
|
Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
|
|
Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
|
|
Menu::OpenMenu(CRAFT_ITEM);
|
|
return true;
|
|
},
|
|
[](MenuFuncData data){
|
|
RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem->GetItem());
|
|
return true;
|
|
},
|
|
[](MenuFuncData data){
|
|
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
|
|
return true;
|
|
},
|
|
InventoryCreator::RowPlayerWeapons_InventoryUpdate,
|
|
{.padding=1,.size={207,28}}
|
|
)END;
|
|
AddInventoryListener(weaponsDisplay,"Equipment");
|
|
weaponsDisplay->SetCompactDescriptions(CRAFTING_INFO);
|
|
#pragma endregion
|
|
|
|
#pragma region Armor Inventory Display
|
|
auto armorDisplay=blacksmithWindow->ADD("Armor Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
|
|
[](MenuFuncData data){
|
|
Menu::OpenMenu(CRAFT_ITEM);
|
|
RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
const std::weak_ptr<Item>item=comp->GetItem();
|
|
|
|
std::string label="";
|
|
if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
|
|
label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
|
|
}
|
|
Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label);
|
|
Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
|
|
Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
|
|
Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item);
|
|
Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
|
|
return true;
|
|
},
|
|
[](MenuFuncData data){
|
|
RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component);
|
|
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem->GetItem());
|
|
return true;
|
|
},
|
|
[](MenuFuncData data){
|
|
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
|
|
return true;
|
|
},
|
|
InventoryCreator::RowPlayerArmor_InventoryUpdate,
|
|
{.padding=1,.size={207,28}}
|
|
)END;
|
|
AddInventoryListener(armorDisplay,"Equipment");
|
|
armorDisplay->Enable(false);
|
|
armorDisplay->SetCompactDescriptions(CRAFTING_INFO);
|
|
#pragma endregion
|
|
|
|
#pragma region Inventory Description
|
|
float inventoryDescriptionWidth=blacksmithWindow->pos.x+blacksmithWindow->size.x-26-224;
|
|
blacksmithWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
|
|
blacksmithWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
|
|
blacksmithWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
|
|
blacksmithWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,blacksmithWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
|
|
#pragma endregion
|
|
|
|
#pragma region Money Display
|
|
vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+blacksmithWindow->size.y-44+6};
|
|
auto moneyIcon=blacksmithWindow->ADD("Money Icon",MenuIconButton)({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=blacksmithWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
|
|
moneyDisplay->SetRightAlignment(true);
|
|
Player::AddMoneyListener(moneyDisplay);
|
|
#pragma endregion
|
|
|
|
blacksmithWindow->ADD("Leave Button",MenuComponent)({{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
|
|
[](MenuFuncData data){
|
|
Menu::CloseMenu();
|
|
return true;
|
|
},{2,2})END;
|
|
} |