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/BlacksmithCraftingWindow.cpp

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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
#include "Menu.h"
#include "AdventuresInLestoria.h"
#include "MenuItemItemButton.h"
#include "PlayerMoneyLabel.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "EnhancementStatsLabel.h"
#include "RequiredMaterialsList.h"
#include "SoundEffect.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)(geom2d::rect<float>{{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();
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Disable();
data.component.lock()->selected=true;
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Weapon Inventory Display")->GetComponents();
if(itemList->size()>0){
data.menu.SetSelection((*itemList)[0]);
}else{
data.menu.SetSelection(std::weak_ptr<MenuComponent>(Component<MenuComponent>(data.menu.GetType(),"Leave Button")));
}
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
}
return true;
})END;
weaponTab->selected=true;
weaponTab->selectionType=SelectionType::HIGHLIGHT;
auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)(geom2d::rect<float>{{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")->Disable();
Component<RowInventoryScrollableWindowComponent>(BLACKSMITH,"Armor Inventory Display")->Enable();
data.component.lock()->selected=true;
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Armor Inventory Display")->GetComponents();
if(itemList->size()>0){
data.menu.SetSelection((*itemList)[0]);
}else{
data.menu.SetSelection(std::weak_ptr<MenuComponent>(Component<MenuComponent>(data.menu.GetType(),"Leave Button")));
}
if(Menu::IsCurrentlyActive(data.menu.GetType())){
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
}
return true;
})END;
armorTab->selectionType=SelectionType::HIGHLIGHT;
#pragma region Weapon Inventory Display
auto weaponsDisplay=blacksmithWindow->ADD("Weapon Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
const std::weak_ptr<Item>item=comp.lock()->GetItem();
std::string label="";
if(Inventory::GetItemCount(item.lock()->ActualName())==0){ //If we don't own the item we have to create it first.
if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
label="";
}
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());
}else{ //We will open the menu that lets us enhance by one level.
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("Enhancing {}",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){
std::weak_ptr<RowItemDisplay>rowItem=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem.lock()->GetItem());
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
return true;
},
InventoryCreator::RowPlayerWeapons_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={207,28}}
)END;
weaponsDisplay->SetCompactDescriptions(CRAFTING_INFO);
#pragma endregion
#pragma region Armor Inventory Display
auto armorDisplay=blacksmithWindow->ADD("Armor Inventory Display",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{2,28},{220,blacksmithWindow->size.y-44}},"Item Name Label","Item Description Label",
[](MenuFuncData data){
Menu::OpenMenu(CRAFT_ITEM);
std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
const std::weak_ptr<Item>item=comp.lock()->GetItem();
std::string label="";
if(Inventory::GetItemCount(item.lock()->ActualName())==0){ //If we don't own the item we have to create it first.
if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){
label="";
}
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());
}else{ //We will open the menu that lets us enhance by one level.
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("Enhancing {}",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){
std::weak_ptr<RowItemDisplay>rowItem=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(rowItem.lock()->GetItem());
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(BLACKSMITH,"Item Icon")->SetItem(Item::BLANK);
return true;
},
InventoryCreator::RowPlayerArmor_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={207,28}}
)END;
armorDisplay->Disable();
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)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
blacksmithWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
blacksmithWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
blacksmithWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{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)(geom2d::rect<float>{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)(geom2d::rect<float>{moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
moneyDisplay->SetRightAlignment(true);
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
blacksmithWindow->ADD("Leave Button",MenuComponent)(geom2d::rect<float>{{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",
[](MenuFuncData data){
Menu::CloseMenu();
return true;
},vf2d{2,2})END;
blacksmithWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
if(Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
auto&weaponsList=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents();
if(weaponsList.size()>0){
returnData=weaponsList[0];
}else{
returnData="Leave Button";
}
}else{
auto&armorList=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents();
if(armorList.size()>0){
returnData=armorList[0];
}else{
returnData="Leave Button";
}
}
},
{ //Button Key
{game->KEY_BACK,{"Leave",[](MenuType type){
Menu::CloseMenu();
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{{game->KEY_FACELEFT,Pressed},{[](MenuFuncData data){
if(Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Weapon Inventory Display")->IsEnabled()){
return "Armor List";
}else{
return "Weapon List";
}
},[](MenuType type){
if(Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Weapon Tab",{
.up="Leave Button",
.down=[](MenuType type,Data&returnData){
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
if(!Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
}
if(itemList->size()>0){
returnData=(*itemList)[0];
}else{
returnData="Leave Button";
}
},
.left=[](MenuType type,Data&returnData){
Component<MenuComponent>(type,"Armor Tab")->Click();
returnData=Menu::menus[type]->GetSelection();
},
.right=[](MenuType type,Data&returnData){
Component<MenuComponent>(type,"Armor Tab")->Click();
returnData=Menu::menus[type]->GetSelection();
},
}},
{"Armor Tab",{
.up="Leave Button",
.down=[](MenuType type,Data&returnData){
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
if(!Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
}
if(itemList->size()>0){
returnData=(*itemList)[0];
}else{
returnData="Leave Button";
}
},
.left=[](MenuType type,Data&returnData){
Component<MenuComponent>(type,"Weapon Tab")->Click();
returnData=Menu::menus[type]->GetSelection();
},
.right=[](MenuType type,Data&returnData){
Component<MenuComponent>(type,"Weapon Tab")->Click();
returnData=Menu::menus[type]->GetSelection();
},
}},
{"Leave Button",{
.up=[](MenuType type,Data&returnData){
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
if(!Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
}
if(itemList->size()>0){
returnData=(*itemList)[itemList->size()-1];
}else{
returnData="Leave Button";
}
},
.down=[](MenuType type,Data&returnData){
std::vector<std::weak_ptr<MenuComponent>>*itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
if(!Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->IsEnabled()){
itemList=&Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents(); //By default we'll reference the weapon display as we assume being from the weapon tab, we are probably lookinga t weapons. However, there is an edge case where hovering over the weapon tab but pressing down using a non-mouse navigational method while viewing the armor tab will cause the cursor to simply vanish. So, we have to interrogate both the weapon and armor inventories to make sure we grab the right one.
}
if(itemList->size()>0){
returnData=(*itemList)[0];
}else{
returnData="Leave Button";
}
},
.left=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
.right=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
}},
{"Weapon Inventory Display",{
.up=[](MenuType type,Data&returnData){
int currentlySelected=int(Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponentIndex(Menu::menus[type]->GetSelection()));
if(currentlySelected!=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents().size()){
currentlySelected--;
if(currentlySelected<0){
returnData="Leave Button";
}else{
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents()[currentlySelected];
}
}else ERR("Could not find the selected component inside the Weapon Inventory Display. THIS SHOULD NOT BE HAPPENING!")
},
.down=[](MenuType type,Data&returnData){
int currentlySelected=int(Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponentIndex(Menu::menus[type]->GetSelection()));
if(currentlySelected!=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents().size()){
currentlySelected++;
if(currentlySelected>=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents().size()){
returnData="Leave Button";
}else{
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Weapon Inventory Display")->GetComponents()[currentlySelected];
}
}else ERR("Could not find the selected component inside the Weapon Inventory Display. THIS SHOULD NOT BE HAPPENING!")
},
.left=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
.right=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
}},
{"Armor Inventory Display",{
.up=[](MenuType type,Data&returnData){
int currentlySelected=int(Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponentIndex(Menu::menus[type]->GetSelection()));
if(currentlySelected!=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents().size()){
currentlySelected--;
if(currentlySelected<0){
returnData="Leave Button";
}else{
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents()[currentlySelected];
}
}else ERR("Could not find the selected component inside the Armor Inventory Display. THIS SHOULD NOT BE HAPPENING!")
},
.down=[](MenuType type,Data&returnData){
int currentlySelected=int(Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponentIndex(Menu::menus[type]->GetSelection()));
if(currentlySelected!=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents().size()){
currentlySelected++;
if(currentlySelected>=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents().size()){
returnData="Leave Button";
}else{
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Armor Inventory Display")->GetComponents()[currentlySelected];
}
}else ERR("Could not find the selected component inside the Armor Inventory Display. THIS SHOULD NOT BE HAPPENING!")
},
.left=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
.right=[](MenuType type,Data&returnData){
if(Component<MenuComponent>(type,"Weapon Tab")->selected){
Component<MenuComponent>(type,"Armor Tab")->Click();
}else{
Component<MenuComponent>(type,"Weapon Tab")->Click();
}
returnData=Menu::menus[type]->GetSelection();
},
}},
});
}