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/Menu.h

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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
#pragma once
#include "Item.h"
#include <stack>
#include "safemap.h"
#include "Theme.h"
#include "Attributable.h"
#include "olcUTIL_Geometry2D.h"
#include "olcPGEX_ViewPort.h"
#include "InputHelper.h"
class AiL;
class MenuComponent;
class ScrollableWindowComponent;
struct Navigation;
class Menu;
struct MenuFuncData{
Menu&menu;
AiL*const game;
const std::weak_ptr<MenuComponent> component;
const std::weak_ptr<ScrollableWindowComponent> parentComponent={};
MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent> component,std::weak_ptr<ScrollableWindowComponent>parentComponent={});
};
struct ToggleFuncData:public MenuFuncData{
bool checked;
ToggleFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent>component,std::weak_ptr<ScrollableWindowComponent>parentComponent,bool checked);
};
using MenuFunc=std::function<bool(MenuFuncData)>;
using ToggleFunc=std::function<bool(ToggleFuncData)>;
//Add a component to a menu using this macro. Follow-up with END at the end of it.
#define ADD(key,componentType) _AddComponent<componentType>(key,std::make_shared<componentType>
#define END )
#define DEPTH ,
#define DEFAULT_DEPTH -999999
#define STARTING_DEPTH 999999
using Data=std::variant<ButtonName,std::weak_ptr<MenuComponent>>;
using MenuDataFunc=std::function<void(MenuType,Data&)>;
using ButtonNavigationGroups=std::map<ButtonName,Navigation>;
struct Navigation{
std::variant<ButtonName,MenuDataFunc>up;
std::variant<ButtonName,MenuDataFunc>down;
std::variant<ButtonName,MenuDataFunc>left;
std::variant<ButtonName,MenuDataFunc>right;
};
class Menu:public IAttributable{
static void InitializeConsumableInventoryWindow();
static void InitializeClassInfoWindow();
static void InitializeClassSelectionWindow();
static void InitializeMainMenuWindow();
static void InitializeOverworldMapLevelWindow();
static void InitializeItemLoadoutWindow();
static void InitializeLevelCompleteWindow();
static void InitializeOverworldMenuWindow();
static void InitializeCharacterMenuWindow();
static void InitializeInventoryWindow();
static void InitializeMerchantWindow();
static void InitializeBuyItemWindow();
static void InitializeSellItemWindow();
static void InitializeBlacksmithCraftingWindow();
static void InitializeCraftItemWindow();
static void InitializeConsumableCraftingWindow();
static void InitializeConsumableCraftItemWindow();
static void InitializeSaveFileWindow();
static void InitializeLoadGameWindow();
static void InitializeUserIDWindow();
static void InitializeSettingsWindow();
static void InitializeShermanWindow();
friend class AiL;
friend class ItemInfo;
friend class EntityStats;
float buttonHoldTime=0;
static vi2d lastActiveMousePos;
int componentCount=0;
float componentSelectionIndex=0.f;
static bool alreadyClicked;
std::unique_ptr<MenuComponent>draggingComponent;
ViewPort window;
static safemap<ITCategory,std::vector<std::weak_ptr<MenuComponent>>>inventoryListeners; //All menu components that care about inventory updates subscribe to this list indirectly (See Menu::AddInventoryListener()).
static safemap<ITCategory,std::vector<std::weak_ptr<MenuComponent>>>merchantInventoryListeners; //All menu components that care about merchant inventory updates subscribe to this list indirectly (See Menu::AddMerchantInventoryListener()).
static std::vector<std::weak_ptr<MenuComponent>>equipStatListeners; //All menu components that care about stat/equip updates subscribe to this list indirectly (See Menu::AddStatListener()).
static std::vector<std::weak_ptr<MenuComponent>>chapterListeners; //All menu components that care about story chapter updates subscribe to this list indirectly (See Menu::AddChapterListener()).
public:
//The constructor is private. Use CreateMenu() instead!
Menu()=default;
//DO NOT USE DIRECTLY! You should be utilizing the ADD macro for adding components.
template<class T>
std::shared_ptr<T>_AddComponent(std::string componentKey,std::shared_ptr<T>component,int depth=DEFAULT_DEPTH){
component->parentMenu=type;
if(depth==DEFAULT_DEPTH){
component->depth=STARTING_DEPTH-componentCount;
}else{
component->depth=depth;
}
component->name=componentKey;
components.Unlock(); //It's possible we can add a component later on, so we will make sure we remove the lock first.
components[componentKey]=component;
components.SetInitialized();
lastRegisteredComponent=componentKey;
RecalculateComponentCount();
return component;
}
void Update(AiL*game);
void Draw(AiL*game);
static void InitializeMenuListenerCategory(const std::string&category);
static void InitializeMenus();
static void LockInListeners();
static void OpenMenu(MenuType menu,bool cover=true);
static void CloseMenu();
static void CloseAllMenus();
static void CleanupAllMenus();
static std::vector<Menu*>stack;
static std::string themeSelection;
static safeunorderedmap<std::string,Theme>themes;
static const vf2d CENTERED;
static bool IsMenuOpen();
const MenuType GetType()const;
safemap<std::string,std::shared_ptr<MenuComponent>>components; //A friendly way to interrogate any component we are interested in.
static std::map<MenuType,Menu*>menus;
vf2d pos; //Specify the upper-left corner of the window. Using CENTERED will always put this where the upper-left corner would center the window.
vf2d size; //Size in tiles (24x24), every menu will be tile-based
static Theme&GetCurrentTheme();
static bool UsingMouseNavigation();
void SetMouseNavigation(bool mouseNavigation);
static void InventorySlotsUpdated(ITCategory cat); //Called whenever the player's inventory gets modified.
static void MerchantInventorySlotsUpdated(ITCategory cat); //Called whenever a traveling merchant's inventory item gets updated.
static void AddInventoryListener(std::weak_ptr<MenuComponent>component,ITCategory category); //Adds a component to be in a given listener category.
static void AddMerchantInventoryListener(std::weak_ptr<MenuComponent>component,ITCategory category); //Adds a component to be in a given listener category.
static void AddEquipStatListener(std::weak_ptr<MenuComponent>component); //Adds a component to be in an equip stat listener. Will receive updates whenever stats are updated via equips.
static void AddChapterListener(std::weak_ptr<MenuComponent>component); //Adds a component to be in a chapter listener. Will receive updates anytime the chapter in-game changes.
vf2d center();
//Returns the last menu type created and last registered component, in case a component is detected as memory leaking, provides this information to each component for safety.
static std::pair<MenuType,std::string>GetMemoryLeakReportInfo();
virtual void Cleanup();
static void DrawThemedWindow(vf2d menuPos,vf2d size,Pixel renderColor=WHITE);
//X (0-2), Y (0-2) for specific 9-patch tile (tiled version).
static Renderable&GetPatchPart(int x,int y);
void RecalculateComponentCount();
void SetSelection(std::string_view button,const bool scroll=true,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
void SetSelection(std::weak_ptr<MenuComponent>button,const bool scroll=true,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
void SetSelection(std::variant<std::string,std::weak_ptr<MenuComponent>>button,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
const std::weak_ptr<MenuComponent>GetSelection()const;
const std::weak_ptr<MenuComponent>GetKeySelection()const;
void IncreaseSelectionIndex(const float val);
void DecreaseSelectionIndex(const float val);
private:
Menu(vf2d pos,vf2d size);
static MenuType lastMenuTypeCreated;
static std::string lastRegisteredComponent;
void HoverMenuSelect(AiL*game);
void MenuSelect(AiL*game);
void CheckClickAndPerformMenuSelect(AiL*game);
//Mandatory before any menu operations! This creates and sets up the menu in memory.
static Menu*CreateMenu(MenuType type,vf2d pos,vf2d size);
void SetupKeyboardNavigation(MenuDataFunc onOpen,MenuInputGroups inputGroups,ButtonNavigationGroups navigationGroups);
void KeyboardButtonNavigation(AiL*game,vf2d menuPos);
static void DrawScaledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
static void DrawTiledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
static void DrawScaledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
static void DrawTiledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
//This triggers if we use a keyboard/controller input to try and select some off-screen menu item. We should ideally follow the menu cursor.
bool HandleOutsideDisabledButtonSelection(std::weak_ptr<MenuComponent>disabledButton);
Pixel GetRenderColor();
MenuType type;
MenuInputGroups inputGroups;
ButtonNavigationGroups navigationGroups;
MenuDataFunc onOpenFunc;
std::weak_ptr<MenuComponent>selection;
std::weak_ptr<MenuComponent>keyboardSelection;
InputHelper helpDisplay;
static bool MOUSE_NAVIGATION;
bool cover; //A black cover for when a menu pops up to fade out the stuff behind it.
};
template<typename T>
std::shared_ptr<T>Component(MenuType menu,std::string componentName){
return DYNAMIC_POINTER_CAST<T>(Menu::menus[menu]->components[componentName]);
}