The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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201 lines
12 KiB
201 lines
12 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 "Menu.h"
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#include "AdventuresInLestoria.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "InventoryCreator.h"
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#include "MenuItemItemButton.h"
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#include "RowItemDisplay.h"
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#include "MenuDecal.h"
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#include "SoundEffect.h"
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INCLUDE_game
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void Menu::InitializeArtificerDisassembleWindow(){
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Menu*artificerDisassembleWindow=CreateMenu(ARTIFICER_DISASSEMBLE,CENTERED,game->GetScreenSize()-vi2d{52,52});
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const auto ResetDisassemblyDisplay=[artificerDisassembleWindow](){
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MenuType menuType{artificerDisassembleWindow->GetType()};
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Component<MenuDecal>(menuType,"Down Arrow")->Disable();
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Component<MenuIconButton>(menuType,"Disassembly Result")->Disable();
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Component<MenuLabel>(menuType,"Disassembly Result Title")->Disable();
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Component<MenuLabel>(menuType,"Fragment Total Count")->Disable();
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Component<MenuComponent>(menuType,"Disassemble Button")->Disable();
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};
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const auto EnableDisassemblyDisplay=[artificerDisassembleWindow](){
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MenuType menuType{artificerDisassembleWindow->GetType()};
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Component<MenuDecal>(menuType,"Down Arrow")->Enable();
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Component<MenuIconButton>(menuType,"Disassembly Result")->Enable();
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Component<MenuLabel>(menuType,"Disassembly Result Title")->Enable();
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Component<MenuLabel>(menuType,"Fragment Total Count")->Enable();
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Component<MenuComponent>(menuType,"Disassemble Button")->Enable();
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};
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auto disassemblyTitleLabel{artificerDisassembleWindow->ADD("Disassembly Title Label",MenuLabel)(geom2d::rect<float>{{},{artificerDisassembleWindow->size.x,24.f}},"Accessory Disassembly",2.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END};
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auto inventoryLabel=artificerDisassembleWindow->ADD("Accessory List Label",MenuLabel)(geom2d::rect<float>{{0.f,28.f},{180.f,12.f}},"Choose Accessory:",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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auto itemIcon{artificerDisassembleWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>({artificerDisassembleWindow->size.x/2+4.f,44.f},{48,48}),Item::BLANK,DO_NOTHING,"","Item Description",IconButtonAttr::NOT_SELECTABLE)END};
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itemIcon->SetIconScale({2.f,2.f});
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itemIcon->SetCompactDescriptions(true);
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auto accessoryDescription{artificerDisassembleWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+56.f,44.f},{artificerDisassembleWindow->size.x/2-56.f,72.f}},"",0.5f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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auto downArrow{artificerDisassembleWindow->ADD("Down Arrow",MenuDecal)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+4.f,92.f},{48,48}},GFX.at("downarrow.png"),DO_NOTHING,DO_NOTHING)END};
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auto disassemblyResult{artificerDisassembleWindow->ADD("Disassembly Result",MenuIconButton)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+4.f,141.f},{48,48}},nullptr,DO_NOTHING,IconButtonAttr::NOT_SELECTABLE)END};
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auto disassemblyResultTitle{artificerDisassembleWindow->ADD("Disassembly Result Title",MenuLabel)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+56.f,141.f},{artificerDisassembleWindow->size.x/2-56.f,24.f}},"",2.f,ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::FIT_TO_LABEL)END};
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auto disassemblyTotalCount{artificerDisassembleWindow->ADD("Fragment Total Count",MenuLabel)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+56.f,127.f},{artificerDisassembleWindow->size.x/2-56.f,12.f}},"",0.85f,ComponentAttr::RIGHT_ALIGN|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END};
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auto disassembleButton{artificerDisassembleWindow->ADD("Disassemble Button",MenuComponent)(geom2d::rect<float>{{artificerDisassembleWindow->size.x/2+72.f,171.f},{artificerDisassembleWindow->size.x/2-72.f,16.f}},"Disassemble",[ResetDisassemblyDisplay](MenuFuncData data){
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auto it{Component<MenuItemItemButton>(data.menu.type,"Item Icon")->GetItem()};
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if(Inventory::Disassemble(it)==Inventory::DisassembleResult::SUCCESS){
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SoundEffect::PlaySFX("Disassemble Item",SoundEffect::CENTERED);
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(Item::BLANK);
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(nullptr);
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Component<MenuLabel>(data.menu.type,"Disassembly Result Title")->SetLabel("");
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Component<MenuLabel>(data.menu.type,"Fragment Total Count")->SetLabel("");
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ResetDisassemblyDisplay();
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}else{
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SoundEffect::PlaySFX("Locked Item",SoundEffect::CENTERED);
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game->AddNotification(AiL::Notification{"Cannot disassemble locked accessory!",5.f,RED});
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}
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return true;
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})END};
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auto inventoryDisplay=artificerDisassembleWindow->ADD("Accessory List",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0.f,44.f},{artificerDisassembleWindow->size.x/2-4.f,artificerDisassembleWindow->size.y-60}},"","",[](MenuFuncData data){
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->SelectChild(DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component));
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return true;
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},[EnableDisassemblyDisplay](MenuFuncData data){
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EnableDisassemblyDisplay();
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem().lock());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(item.GetItem().lock()->Icon().Decal());
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Component<MenuLabel>(data.menu.type,"Disassembly Result Title")->SetLabel(item.GetItem().lock()->FragmentName());
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Component<MenuLabel>(data.menu.type,"Fragment Total Count")->SetLabel(std::format("Currently Owned: {}",Inventory::GetItemCount(item.GetItem().lock()->FragmentName())));
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return true;
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},[ResetDisassemblyDisplay,EnableDisassemblyDisplay](MenuFuncData data){
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ResetDisassemblyDisplay();
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auto childComponent{DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->GetSelectedChild()};
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if(childComponent){
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RowItemDisplay&item{childComponent.value().get()};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem().lock());
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Component<MenuIconButton>(data.menu.type,"Disassembly Result")->SetIcon(item.GetItem().lock()->Icon().Decal());
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Component<MenuLabel>(data.menu.type,"Disassembly Result Title")->SetLabel(item.GetItem().lock()->FragmentName());
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Component<MenuLabel>(data.menu.type,"Fragment Total Count")->SetLabel(std::format("Currently Owned: {}",Inventory::GetItemCount(item.GetItem().lock()->FragmentName())));
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EnableDisassemblyDisplay();
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}
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return true;
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},
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InventoryCreator::RowPlayer_InventoryUpdate,
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InventoryWindowOptions{.padding=1,.size={artificerDisassembleWindow->size.x/2-5.f-12.f,28}})END;
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auto backButton=artificerDisassembleWindow->ADD("Back",MenuComponent)(geom2d::rect<float>{{0.f,artificerDisassembleWindow->size.y-12.f},{96.f,16.f}},"Back",[](MenuFuncData data){
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Menu::CloseMenu();
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return true;
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})END;
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Menu::AddInventoryListener(inventoryDisplay,"Accessories");
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ResetDisassemblyDisplay();
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artificerDisassembleWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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auto&items{Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents()};
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else if(items.size()>0)returnData=items[0];
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else returnData="Back";
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},
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{ //Button Key
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{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
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{game->KEY_BACK,{"Stay",[](MenuType type){
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Menu::CloseMenu();
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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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{{game->KEY_SHOULDER2,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
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{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
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{{game->KEY_FASTSCROLLUP,PressedDAS},{"Scroll",[](MenuType type){
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->DecreaseSelectionIndex(3.f);
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}}},
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{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"Scroll",[](MenuType type){
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
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}}},
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}
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,{ //Button Navigation Rules
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{"Accessory List",{
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.up=[&](MenuType type,Data&returnData){
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Menu::ScrollUp(type,"Accessory List",returnData,"Back");
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},
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.down=[&](MenuType type,Data&returnData){
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Menu::ScrollDown(type,"Accessory List",returnData,"Back");
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},
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.left="Back",
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.right=[&](MenuType type,Data&returnData){
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Menu::menus[type]->GetSelection().lock()->Click();
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returnData="Disassemble Button";
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},}},
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{"Back",{
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.up=[&](MenuType type,Data&returnData){
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
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},
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.down=[&](MenuType type,Data&returnData){
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
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},
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.left="Disassemble Button",
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.right="Disassemble Button",}},
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{"Disassemble Button",{
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.up=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
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},
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.down=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
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},
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.left=[&](MenuType type,Data&returnData){
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else returnData="Back";
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},
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.right="Back",}},
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}
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);
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} |