The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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117 lines
5.8 KiB
117 lines
5.8 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "EncountersSpawnListScrollableWindowComponent.h"a
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#include "MenuLabel.h"
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#include "MenuComponent.h"
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#include "State_OverworldMap.h"
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#include "Map.h"
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#include "Unlock.h"
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#include "Tutorial.h"
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INCLUDE_game
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INCLUDE_MONSTER_DATA
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using A=Attribute;
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void Menu::InitializeOverworldMapLevelWindow(){
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vf2d windowSize={game->GetScreenSize().x/3.f-24,float(game->GetScreenSize().y)-48};
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Menu*levelSelectWindow=CreateMenu(OVERWORLD_LEVEL_SELECT,{game->GetScreenSize().x-game->GetScreenSize().x/3.f,24},windowSize);
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levelSelectWindow->ADD("Panel 1 Back",MenuLabel)(geom2d::rect<float>{{0,0},{windowSize.x-1,44}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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levelSelectWindow->ADD("Chapter Label",MenuLabel)(geom2d::rect<float>{{0,4},{windowSize.x,16}},"Chapter",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)DEPTH -1 END;
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levelSelectWindow->ADD("Stage Label",MenuLabel)(geom2d::rect<float>{{0,24},{windowSize.x,16}},"Stage",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)DEPTH -1 END;
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levelSelectWindow->ADD("Panel 2 Back",MenuLabel)(geom2d::rect<float>{{0,52},{windowSize.x-1,96}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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levelSelectWindow->ADD("Encounters Label",MenuLabel)(geom2d::rect<float>{{0,52},{windowSize.x-1,12}},"Encounters:",1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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levelSelectWindow->ADD("Spawns List",EncountersSpawnListScrollableWindowComponent)(geom2d::rect<float>{{1,64},{windowSize.x-2,84}},ComponentAttr::BACKGROUND)END;
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levelSelectWindow->ADD("Enter Button",MenuComponent)(geom2d::rect<float>{{0,166},{windowSize.x-1,16}},"Enter",[](MenuFuncData data){
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if(State_OverworldMap::GetCurrentConnectionPoint().map=="HUB"&&Unlock::IsUnlocked("CAMPAIGN_1_3")&&!Tutorial::TaskIsComplete(TutorialTaskName::BLACKSMITH)){
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Tutorial::SetNextTask(TutorialTaskName::BLACKSMITH);
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}
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if(game->MAP_DATA[State_OverworldMap::GetCurrentConnectionPoint().map].skipLoadoutScreen||
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State_OverworldMap::GetCurrentConnectionPoint().type.starts_with("STORY")){
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State_OverworldMap::StartLevel();
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}else{
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if(!Tutorial::TaskIsComplete(TutorialTaskName::SET_LOADOUT_ITEM)){
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Tutorial::SetNextTask(TutorialTaskName::SET_LOADOUT_ITEM);
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}
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Component<MenuLabel>(ITEM_LOADOUT,"Loadout Map Name Label")->SetLabel(std::format("About to Enter: #FFFF00{}",State_OverworldMap::GetCurrentConnectionPoint().name));
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Menu::OpenMenu(ITEM_LOADOUT);
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}
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return true;
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})END;
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#pragma region Keyboard Navigation Rules
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levelSelectWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ /*On Open*/},
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{ //Button Key
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{{game->KEY_MENU},{"Game Menu",[](MenuType type){
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Menu::OpenMenu(OVERWORLD_MENU);
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}}},
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{{game->KEY_CONFIRM},{"Start Stage",[](MenuType type){
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if(!Menu::UsingMouseNavigation()){
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Component<MenuComponent>(type,"Enter Button")->Click();
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}
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}}},
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{{game->KEY_SHOULDER,Pressed},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(-1.0f);
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}}},
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{{game->KEY_FASTSCROLLUP,Held,InputEngageGroup::NOT_VISIBLE},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(-1.0f);
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}}},
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{{game->KEY_FASTSCROLLDOWN,Held,InputEngageGroup::NOT_VISIBLE},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(1.0f);
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}}},
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{{game->KEY_SCROLLVERT_R,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll Encounters",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(game->KEY_SCROLLVERT.Analog());
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}}},
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{{game->KEY_SCROLLUP,Held},{"",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(1.f);
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}}},
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{{game->KEY_SCROLLDOWN,Held},{"",[](MenuType type){
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Component<EncountersSpawnListScrollableWindowComponent>(type,"Spawns List")->Scroll(-1.f);
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}}},
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}
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,{ //Button Navigation Rules
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});
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#pragma endregion
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} |