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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135 lines
6.2 KiB
135 lines
6.2 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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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 "Menu.h"
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#include "BitwiseEnum.h"
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enum class ButtonAttr{
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NONE=0b00,
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UNSELECTABLE=0b01, //Makes the component unselectable.
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UNSELECTABLE_VIA_KEYBOARD=0b10, //Makes the component unselectable via keyboard.
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};
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enum class ComponentAttr{
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NONE=0b0000,
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LEFT_ALIGN=0b0001, //Labels are centered by default.
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SHADOW=0b0010, //Adds shadows to the label text.
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OUTLINE=0b0100, //Adds an outline around the component.
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BACKGROUND=0b1000, //Renders the background of the menu theme for this component.
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};
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enum class SelectionType{
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CROSSHAIR,
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HIGHLIGHT,
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INNER_BOX,
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};
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using enum SelectionType;
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class MenuComponent:public IAttributable{
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friend class Menu;
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friend class MenuItemButton;
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friend class ScrollableWindowComponent;
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friend class InventoryScrollableWindowComponent;
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friend class MenuItemItemButton;
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MenuType menuDest;
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private:
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virtual bool GetHoverState(Crawler*game);
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std::pair<MenuType,std::string>memoryLeakInfo; //Used to identify memory leak hints for this component.
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virtual void BeforeUpdate(Crawler*game);
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void _Update(Crawler*game);
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void _Draw(Crawler*game);
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void _Draw(Crawler*game,vf2d parentPos);
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void _DrawDecal(Crawler*game,bool focused);
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void _DrawDecal(Crawler*game,vf2d parentPos,bool focused);
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bool selected=false;
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SelectionType selectionType=CROSSHAIR;
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protected:
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int depth=0;
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float hoverEffect=0;
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std::string name="";
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geom2d::rect<float>rect;
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std::string label;
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bool border=true;
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bool draggable=false;
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bool background=true;
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bool showDefaultLabel=true;
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MenuFunc onClick;
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bool hovered=false;
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bool selectable=true;
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bool selectableViaKeyboard=true;
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bool disabled=false; //If set to true, this component will not be rendered or updated.
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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.
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bool valid=true; //If set to false, this would cause the component to be removed.
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vf2d labelScaling={1,1};
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virtual void Update(Crawler*game);
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virtual void Draw(Crawler*game,vf2d parentPos);
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virtual void DrawDecal(Crawler*game,vf2d parentPos,bool focused);
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virtual bool GetHoverState(Crawler*game,MenuComponent*child);
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virtual void AfterCreate(); //Called after the creation of all menus finish.
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//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
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virtual bool PointWithinParent(MenuComponent*child,vi2d drawPos);
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//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
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virtual bool PointWithinParent(MenuComponent*child,geom2d::rect<float> drawRect);
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public:
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MenuType parentMenu=MenuType::ENUM_END;
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MenuComponent*parentComponent=nullptr;
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MenuComponent(geom2d::rect<float>rect,std::string label,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
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MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
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MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,vf2d labelScaling,ButtonAttr attributes=ButtonAttr::NONE);
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virtual ~MenuComponent();
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vf2d GetPos();
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//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.
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//WARNING!!! This allocates a brand new component when successful!!! Be prepared to clear it!
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virtual MenuComponent*PickUpDraggableItem();
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//We are attempting to drop draggable onto this item. If it's not allowed, return false.
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virtual bool DropDraggableItem(MenuComponent*draggable);
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//A notification that a button outside the region has been selected. Return false if it's not allowed.
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virtual bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
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//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
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virtual void OnInventorySlotsUpdate(ITCategory cat);
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//Called whenever equipment and base stats are updated, notifying a component that numbers that may be displayed have changed.
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virtual void OnEquipStatsUpdate();
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std::string GetLabel();
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std::string GetName();
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virtual void SetSelected(bool selected)final;
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virtual void SetSelectionType(SelectionType selectionType)final;
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virtual void Enable(bool enabled);
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virtual void Cleanup();
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bool decal=false; //If set to true, will use decal rendering (For foreground shenanigans)
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}; |