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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86 lines
4.8 KiB
86 lines
4.8 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 - 2022 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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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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#include "RowInventoryScrollableWindowComponent.h"
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class RowMerchantInventoryScrollableWindowComponent:public RowInventoryScrollableWindowComponent{
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public:
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inline RowMerchantInventoryScrollableWindowComponent(geom2d::rect<float>rect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:RowInventoryScrollableWindowComponent(rect,"",itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,inventoryButtonHoverAction,inventoryButtonMouseOutAction,options,inventoryButtonsActive,attributes){}
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virtual inline void OnInventorySlotsUpdate(ITCategory cat)override{
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const std::vector<Item>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<merchantInv.size()){//We need more space to display our items.
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AddButtonOnSlotUpdate(cat);
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}else
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if(components.size()>merchantInv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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virtual inline void AddButtonOnSlotUpdate(ITCategory cat)override{
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const std::vector<Item>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
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size_t invSize=merchantInv.size();
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int invWidth=int(rect.size.x/(float(options.size.x)+options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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vf2d buttonSize=options.size;
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vf2d totalSpacing={options.padding+buttonSize.x,options.padding+buttonSize.y};
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auto newItem=ADD("item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)({totalSpacing*vf2d{float(x),float(y)},buttonSize},Merchant::GetCurrentTravelingMerchant().GetShopItems()[itemIndex],inventoryButtonClickAction,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetCompactDescriptions(compact==COMPACT);
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newItem->SetHoverFunc(inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(inventoryButtonMouseOutAction);
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//Since we are indexing into a vector reference which is inevitably going to get erased as we add more items,
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//we must update all previous menu component references in case that memory has been overwritten!
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for(int counter=0;MenuComponent*component:components){
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RowItemDisplay*item=dynamic_cast<RowItemDisplay*>(component);
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if(item!=nullptr){
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item->SetItem(merchantInv[itemIndex]);
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}else{
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ERR("WARNING! Could not properly cast item to RowItemDisplay* type!");
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}
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counter++;
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}
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}
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}; |