The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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121 lines
5.5 KiB
121 lines
5.5 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 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 "Menu.h"
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#include "MenuLabel.h"
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#include "MenuIconButton.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "Item.h"
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#include "safemap.h"
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#include "olcPGEX_Graphics2D.h"
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#include "drawutil.h"
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INCLUDE_game
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INCLUDE_ITEM_DATA
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class MenuItemButton:public MenuIconButton{
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private:
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std::vector<IT>&invRef;
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int inventoryIndex=0;
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MenuType itemDescriptionMenu;
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std::string itemNameLabelName;
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std::string itemDescriptionLabelName;
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public:
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int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
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inline MenuItemButton(MenuType parent,geom2d::rect<float>rect,std::vector<IT>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName)
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:MenuIconButton(parent,rect,invRef.size()>invIndex?ITEM_DATA.at(invRef[invIndex]).Decal():nullptr,onClick),invRef(invRef),inventoryIndex(invIndex),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
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draggable=false;
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valid=invRef.size()>invIndex;
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}
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inline Item GetItem(){
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return Inventory::GetItem(invRef.at(inventoryIndex));
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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inline bool UseItem(uint32_t amt=1){
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if(invRef.size()<=inventoryIndex)return false;
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return Inventory::UseItem(invRef.at(inventoryIndex),amt);
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}
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protected:
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virtual inline void Update(Crawler*game)override{
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MenuIconButton::Update(game);
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valid=invRef.size()>inventoryIndex&&ITEM_DATA.count(invRef[inventoryIndex]);
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if(valid){
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icon=ITEM_DATA.at(invRef[inventoryIndex]).Decal();
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if(hovered){
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Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label=ITEM_DATA.at(invRef[inventoryIndex]).Name();
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Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label=ITEM_DATA.at(invRef[inventoryIndex]).Description();
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}
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}else{
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icon=nullptr;
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if(hovered){
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Component<MenuLabel>(itemDescriptionMenu,itemNameLabelName)->label="";
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Component<MenuLabel>(itemDescriptionMenu,itemDescriptionLabelName)->label="";
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}
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}
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}
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virtual inline void Draw(Crawler*game,vf2d parentPos)override{
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MenuIconButton::Draw(game,parentPos);
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if(selected!=-1){
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drawutil::DrawCrosshair(game,{parentPos+rect.pos,rect.size},0);
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}
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}
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virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
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MenuIconButton::DrawDecal(game,parentPos,focused);
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if(valid){
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std::string quantityText="x"+std::to_string(Inventory::GetItemCount(invRef.at(inventoryIndex)));
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vf2d textSize=vf2d(game->GetTextSizeProp(quantityText))*0.5;
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vf2d drawPos=parentPos+rect.pos+rect.size-textSize;
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if(PointWithinParent(this,drawPos)){
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game->DrawShadowStringDecal(drawPos,quantityText,WHITE,BLACK,{0.5,0.5},0.5);
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}
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}
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}
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inline MenuComponent*PickUpDraggableItem()override final{
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if(valid){
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MenuItemButton*pickUp=NEW MenuItemButton(parentMenu,rect,invRef,inventoryIndex,onClick,itemDescriptionMenu,itemNameLabelName,itemDescriptionLabelName);
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valid=false;
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return pickUp;
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}else{
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return nullptr;
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}
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}
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inline bool DropDraggableItem(MenuComponent*draggable)override final{
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//HACK Warning! We're making a bold assumption that every component that is draggable is of the same type! This may change in the future....
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MenuItemButton*draggedItem=(MenuItemButton*)draggable;
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ITCategory cat=ITEM_DATA.at(draggedItem->invRef.at(draggedItem->inventoryIndex)).Category();
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return Inventory::SwapItems(cat,draggedItem->inventoryIndex,inventoryIndex);
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}
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};
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