The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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115 lines
5.0 KiB
115 lines
5.0 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 © 2023 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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#pragma once
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#include "AdventuresInLestoria.h"
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#include "MenuComponent.h"
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#include "DEFINES.h"
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#include "olcPGEX_ViewPort.h"
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#include "util.h"
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INCLUDE_game
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class MenuLabel:public MenuComponent{
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protected:
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float scale=1;
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bool shadow=false;
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bool centered=true;
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bool proportional=true;
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bool runOnLabelChangeFunc=false;
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std::function<void(std::string_view newLabel)>onLabelChangeFunc;
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public:
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inline MenuLabel(geom2d::rect<float>rect,std::string label,std::function<void(std::string_view newLabel)>onLabelChangeFunc,float scale=1,ComponentAttr attributes=ComponentAttr::NONE)
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:MenuLabel(rect,label,scale,attributes){
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runOnLabelChangeFunc=true;
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this->onLabelChangeFunc=onLabelChangeFunc;
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}
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inline MenuLabel(geom2d::rect<float>rect,std::string label,float scale=1,ComponentAttr attributes=ComponentAttr::NONE)
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:MenuComponent(rect,label,MenuFunc{},ButtonAttr::UNSELECTABLE|ButtonAttr::UNSELECTABLE_VIA_KEYBOARD),scale(scale),centered(!(attributes&ComponentAttr::LEFT_ALIGN)),shadow(attributes&ComponentAttr::SHADOW),proportional(!(attributes&ComponentAttr::FIXED_WIDTH_FONT)){
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border=attributes&ComponentAttr::OUTLINE;
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this->background=attributes&ComponentAttr::BACKGROUND;
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showDefaultLabel=false;
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fitToLabel=attributes&ComponentAttr::FIT_TO_LABEL;
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}
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inline virtual void SetLabel(std::string text){
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label=text;
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if(runOnLabelChangeFunc)onLabelChangeFunc(text);
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}
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protected:
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inline virtual void Update(AiL*game)override{
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MenuComponent::Update(game);
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}
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inline virtual void DrawDecal(ViewPort&window,bool focused)override{
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MenuComponent::DrawDecal(window,focused);
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vf2d adjustedScale={scale,scale};
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vf2d labelTextSize=
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proportional?
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vf2d(game->GetWrappedTextSizeProp(label,rect.size.x-2,adjustedScale)):
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vf2d(game->GetWrappedTextSize(label,rect.size.x-2,adjustedScale));
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if(fitToLabel){
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labelTextSize=
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proportional?
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vf2d(game->GetTextSizeProp(label)*adjustedScale):
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vf2d(game->GetTextSize(label)*adjustedScale);
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float sizeRatio=(labelTextSize.x)/(rect.size.x-2);
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if(sizeRatio>1){
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adjustedScale.x/=sizeRatio;
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labelTextSize.x/=sizeRatio;
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}
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}
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vf2d drawPos=vf2d{-1,0}+rect.middle()-vf2d{labelTextSize}/2; //Assume centered.
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if(!centered){
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drawPos=vf2d{rect.pos.x+2,rect.middle().y-labelTextSize.y/2}; //We should at least vertically align here.
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}
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if(shadow){
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if(proportional){
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window.DrawShadowStringPropDecal(drawPos,label,WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x,1.0f);
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}else{
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window.DrawShadowStringDecal(drawPos,label,WHITE,BLACK,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x,1.0f);
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}
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}else{
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if(proportional){
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window.DrawStringPropDecal(drawPos,label,WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x,1.0f);
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}else{
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window.DrawStringDecal(drawPos,label,WHITE,adjustedScale,fitToLabel?std::numeric_limits<float>::max():rect.size.x,1.0f);
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}
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}
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}
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}; |