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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119 lines
8.5 KiB
119 lines
8.5 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 "MenuIconButton.h"
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#include "MenuItemLabel.h"
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#include "SoundEffect.h"
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INCLUDE_game
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void Menu::InitializeArtificerEnchantConfirmWindow(){
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Menu*artificerEnchantConfirmWindow=CreateMenu(ARTIFICER_ENCHANT_CONFIRM,CENTERED,vi2d{240,144});
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auto enchantSuccessLabel{artificerEnchantConfirmWindow->ADD("Enchant Success Label",MenuLabel)(geom2d::rect<float>{{0.f,-14.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Enchantment Success!",1.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END};
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auto chooseResultLabel{artificerEnchantConfirmWindow->ADD("Choose Result Label",MenuLabel)(geom2d::rect<float>{vf2d{0.f,0.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Choose a Result",1.f,ComponentAttr::SHADOW)END};
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auto backgroundOld{artificerEnchantConfirmWindow->ADD("Old Background",MenuLabel)(geom2d::rect<float>{{-2.f,12.f},{artificerEnchantConfirmWindow->size.x/2.f-4.f,124.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END};
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auto backgroundNew{artificerEnchantConfirmWindow->ADD("New Background",MenuLabel)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/2.f-2.f+8.f,12.f},{artificerEnchantConfirmWindow->size.x/2.f-4.f,124.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END};
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const float oldLabelTextWidth{game->GetTextSize("OLD").x*2.f};
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auto oldLabel{artificerEnchantConfirmWindow->ADD("Old Item Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-oldLabelTextWidth/2-4.f,14.f},vf2d{oldLabelTextWidth+8.f,24.f}},"OLD",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END};
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const float newLabelTextWidth{game->GetTextSize("NEW").x*2.f};
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auto newLabel{artificerEnchantConfirmWindow->ADD("New Item Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/2.f+artificerEnchantConfirmWindow->size.x/4.f-oldLabelTextWidth/2+2.f,14.f},vf2d{oldLabelTextWidth+8.f,24.f}},"NEW",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND)END};
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auto oldIcon{artificerEnchantConfirmWindow->ADD("Old Item Icon",MenuIconButton)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-16.f,42.f},{24,24}},nullptr,DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE)END};
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auto newIcon{artificerEnchantConfirmWindow->ADD("New Item Icon",MenuIconButton)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/2.f+artificerEnchantConfirmWindow->size.x/4.f-16.f+4.f,42.f},{24,24}},nullptr,DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE)END};
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auto oldItemDescription{artificerEnchantConfirmWindow->ADD("Old Item Description",MenuItemLabel)(geom2d::rect<float>{{0.f,74.f},{artificerEnchantConfirmWindow->size.x/2.f-8.f,60.f}},Item::BLANK,ItemLabelDescriptionType::ITEM_DESCRIPTION,0.5f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::LEFT_ALIGN)END};
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auto newItemDescription{artificerEnchantConfirmWindow->ADD("New Item Description",MenuItemLabel)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/2.f+8.f,74.f},{artificerEnchantConfirmWindow->size.x/2.f-8.f,60.f}},Item::BLANK,ItemLabelDescriptionType::ITEM_DESCRIPTION,0.5f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::LEFT_ALIGN)END};
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const float takeOldTextWidth{float(game->GetTextSize("Take Old").x)*2.f};
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auto takeOldButton{artificerEnchantConfirmWindow->ADD("Take Old Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-takeOldTextWidth/2.f,138.f},{takeOldTextWidth-8.f,20.f}},"Take Old",[](MenuFuncData data){
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onClick:
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const std::string&oldEnchantName{Menu::menus[ARTIFICER_ENCHANT]->S(A::ENCHANT_TYPE)};
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std::weak_ptr<Item>newItem{std::get<std::weak_ptr<Item>>(Component<MenuItemLabel>(data.menu.GetType(),"New Item Description")->GetItem())}; //NOTE: We're making an assumption here that the new item description holds a weak pointer. This should be true because the only way to get here was to set it up through clicking the Enchant button in Artificer Enchant Window.
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newItem.lock()->_EnchantItem(oldEnchantName);
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Component<MenuComponent>(ARTIFICER_ENCHANT,"Fragment Enchant Button")->SetGrayedOut(!newItem.lock()->CanBeEnchanted());
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const std::string_view fragmentName{newItem.lock()->FragmentName()};
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const Pixel fragmentItemDisplayCol{Inventory::GetItemCount(fragmentName)>="Fragment Enchant Cost"_i[0]?WHITE:RED};
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const Pixel moneyCostDisplayCol{game->GetPlayer()->GetMoney()>="Fragment Enchant Cost"_i[1]?WHITE:RED};
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Component<MenuLabel>(ARTIFICER_ENCHANT,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName)));
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Component<MenuLabel>(ARTIFICER_ENCHANT,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1]));
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SoundEffect::PlaySFX("Take Enchant",SoundEffect::CENTERED);
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Menu::CloseMenu();
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return true;
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},vf2d{2.f,2.f})END};
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const float takeNewTextWidth{float(game->GetTextSize("Take New").x)*2.f};
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auto takeNewButton{artificerEnchantConfirmWindow->ADD("Take New Button",MenuComponent)(geom2d::rect<float>{vf2d{artificerEnchantConfirmWindow->size.x/2.f+8.f+artificerEnchantConfirmWindow->size.x/4.f-takeNewTextWidth/2.f,138.f},{takeNewTextWidth-8.f,20.f}},"Take New",[](MenuFuncData data){
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onClick:
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std::weak_ptr<Item>newItem{std::get<std::weak_ptr<Item>>(Component<MenuItemLabel>(data.menu.GetType(),"New Item Description")->GetItem())};
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Component<MenuComponent>(ARTIFICER_ENCHANT,"Fragment Enchant Button")->SetGrayedOut(!newItem.lock()->CanBeEnchanted());
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const std::string_view fragmentName{newItem.lock()->FragmentName()};
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const Pixel fragmentItemDisplayCol{Inventory::GetItemCount(fragmentName)>="Fragment Enchant Cost"_i[0]?WHITE:RED};
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const Pixel moneyCostDisplayCol{game->GetPlayer()->GetMoney()>="Fragment Enchant Cost"_i[1]?WHITE:RED};
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Component<MenuLabel>(ARTIFICER_ENCHANT,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName)));
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Component<MenuLabel>(ARTIFICER_ENCHANT,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1]));
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SoundEffect::PlaySFX("Take Enchant",SoundEffect::CENTERED);
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Menu::CloseMenu();
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return true;
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},vf2d{2.f,2.f})END};
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artificerEnchantConfirmWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="";
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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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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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}
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,{ //Button Navigation Rules
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{"Sample Button",{
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.up="",
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.down="",
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.left="",
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.right="",}},
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});
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} |