The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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75 lines
3.9 KiB
75 lines
3.9 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.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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*/
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#pragma endregion
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#pragma once
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "MenuItemItemButton.h"
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#include "State_OverworldMap.h"
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INCLUDE_game
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typedef Attribute A;
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void Menu::InitializeItemLoadoutWindow(){
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Menu*itemLoadoutWindow=CreateMenu(ITEM_LOADOUT,CENTERED,game->GetScreenSize()-vi2d{4,4});
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float itemLoadoutWindowWidth=(game->GetScreenSize().x-5.f);
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MenuLabel*loadoutLabel=NEW MenuLabel(ITEM_LOADOUT,{{0,24},{itemLoadoutWindowWidth,24}},"Loadout",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE);
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itemLoadoutWindow->AddComponent("Loadout Label",loadoutLabel);
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float buttonBorderPadding=64;
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MenuItemItemButton*loadoutItem1=NEW MenuItemItemButton(ITEM_LOADOUT,{{64,96},{48,48}},game->GetLoadoutItem(0),INVENTORY,[](MenuFuncData data){Menu::menus.at(INVENTORY)->I(A::LOADOUT_SLOT)=0; return true;},ITEM_LOADOUT,"Item Name Label","Item Description");
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MenuItemItemButton*loadoutItem2=NEW MenuItemItemButton(ITEM_LOADOUT,{{itemLoadoutWindowWidth/2-24,96},{48,48}},game->GetLoadoutItem(1),INVENTORY,[](MenuFuncData data){Menu::menus.at(INVENTORY)->I(A::LOADOUT_SLOT)=1;return true;},ITEM_LOADOUT,"Item Name Label","Item Description");
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MenuItemItemButton*loadoutItem3=NEW MenuItemItemButton(ITEM_LOADOUT,{{itemLoadoutWindowWidth-48-64,96},{48,48}},game->GetLoadoutItem(2),INVENTORY,[](MenuFuncData data){Menu::menus.at(INVENTORY)->I(A::LOADOUT_SLOT)=2;return true;},ITEM_LOADOUT,"Item Name Label","Item Description");
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//TODO: Make these two do something.
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MenuLabel*itemNameLabel=NEW MenuLabel(ITEM_LOADOUT,{{0,158},{itemLoadoutWindowWidth,12}},"",1,ComponentAttr::SHADOW);
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MenuLabel*itemDescription=NEW MenuLabel(ITEM_LOADOUT,{{0,170},{itemLoadoutWindowWidth,24}},"",1,ComponentAttr::SHADOW);
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itemLoadoutWindow->AddComponent("Loadout Item 1",loadoutItem1);
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itemLoadoutWindow->AddComponent("Loadout Item 2",loadoutItem2);
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itemLoadoutWindow->AddComponent("Loadout Item 3",loadoutItem3);
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itemLoadoutWindow->AddComponent("Item Name Label",itemNameLabel);
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itemLoadoutWindow->AddComponent("Item Description",itemDescription);
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MenuComponent*startLevelButton=NEW MenuComponent(ITEM_LOADOUT,{{itemLoadoutWindowWidth/2-32,214},{64,16}},"Start",[](MenuFuncData data){State_OverworldMap::StartLevel();return true;});
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itemLoadoutWindow->AddComponent("Start Level Button",startLevelButton);
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} |