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/Crawler/MenuComponent.h

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2023 OneLoneCoder.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 © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#pragma once
#include "Menu.h"
#include "BitwiseEnum.h"
enum class ButtonAttr{
NONE=0b00,
UNSELECTABLE=0b01, //Makes the component unselectable.
UNSELECTABLE_VIA_KEYBOARD=0b10, //Makes the component unselectable via keyboard.
};
enum class ComponentAttr{
NONE=0b0000,
LEFT_ALIGN=0b0001, //Labels are centered by default.
SHADOW=0b0010, //Adds shadows to the label text.
OUTLINE=0b0100, //Adds an outline around the component.
BACKGROUND=0b1000, //Renders the background of the menu theme for this component.
};
class MenuComponent:public IAttributable{
friend class Menu;
friend class MenuItemButton;
friend class ScrollableWindowComponent;
friend class InventoryScrollableWindowComponent;
friend class MenuItemItemButton;
MenuType menuDest;
private:
virtual bool GetHoverState(Crawler*game);
std::pair<MenuType,std::string>memoryLeakInfo; //Used to identify memory leak hints for this component.
virtual void BeforeUpdate(Crawler*game);
void _Update(Crawler*game);
void _Draw(Crawler*game);
void _Draw(Crawler*game,vf2d parentPos);
void _DrawDecal(Crawler*game,bool focused);
void _DrawDecal(Crawler*game,vf2d parentPos,bool focused);
protected:
int depth=0;
float hoverEffect=0;
std::string name="";
geom2d::rect<float>rect;
std::string label;
bool border=true;
bool draggable=false;
bool background=true;
bool showDefaultLabel=true;
MenuFunc onClick;
bool hovered=false;
bool selectable=true;
bool selectableViaKeyboard=true;
bool disabled=false; //If set to true, this component will not be rendered or updated.
bool renderInMain=true; //If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
bool valid=true; //If set to false, this would cause the component to be removed.
bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
vf2d labelScaling={1,1};
virtual void Update(Crawler*game);
virtual void Draw(Crawler*game,vf2d parentPos);
virtual void DrawDecal(Crawler*game,vf2d parentPos,bool focused);
virtual bool GetHoverState(Crawler*game,MenuComponent*child);
virtual void AfterCreate(); //Called after the creation of all menus finish.
//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
virtual bool PointWithinParent(MenuComponent*child,vi2d drawPos);
public:
MenuType parentMenu=MenuType::ENUM_END;
MenuComponent*parentComponent=nullptr;
MenuComponent(geom2d::rect<float>rect,std::string label,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,vf2d labelScaling,ButtonAttr attributes=ButtonAttr::NONE);
virtual ~MenuComponent();
vf2d GetPos();
//We picked up a draggable component, we should make a copy and return it here. If a nullptr is returned here, the pickup is not allowed.
//WARNING!!! This allocates a brand new component when successful!!! Be prepared to clear it!
virtual MenuComponent*PickUpDraggableItem();
//We are attempting to drop draggable onto this item. If it's not allowed, return false.
virtual bool DropDraggableItem(MenuComponent*draggable);
//A notification that a button outside the region has been selected. Return false if it's not allowed.
virtual bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
virtual void OnInventorySlotsUpdate(ITCategory cat);
//Called whenever equipment and base stats are updated, notifying a component that numbers that may be displayed have changed.
virtual void OnEquipStatsUpdate();
std::string GetLabel();
std::string GetName();
virtual void Enable(bool enabled);
virtual void Cleanup();
};