The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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702 lines
24 KiB
702 lines
24 KiB
/*
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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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#include "Crawler.h"
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#include "MenuComponent.h"
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#include "DEFINES.h"
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#include "safemap.h"
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#include "Item.h"
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#include "MenuItemButton.h"
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#include "ScrollableWindowComponent.h"
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bool Menu::MOUSE_NAVIGATION=true;
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std::vector<Menu*>Menu::stack;
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std::map<MenuType,Menu*>Menu::menus;
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std::string Menu::themeSelection="BlueDefault";
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safeunorderedmap<std::string,Theme>Menu::themes;
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safemap<ITCategory,std::vector<MenuComponent*>>Menu::inventoryListeners;
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const vf2d Menu::CENTERED = {-456,-456};
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std::vector<MenuComponent*>Menu::unhandledComponents;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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///__/////////////////////////////////////////////////////////////////////////////////////////////
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//| |////////////////////////////////////////////////////////////////////////////////////////////
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//| |/////WARNING! If you are adding something here you likely are adding another container with MenuComponent pointers in it right now.
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//| |/////Because we are handling raw pointers, you must also add this container to the list of iterating search removal containers that occur in the
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//| |/////DESTRUCTOR of MenuComponents!!!!! (Go to MenuComponent::~MenuComponent()) THIS IS NOT A DRILL!
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//|__|////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////
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///__/////////////////////////////////////////////////////////////////////////////////////////////
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//|__/////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////
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MenuType Menu::lastMenuTypeCreated;
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std::string Menu::lastRegisteredComponent;
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bool Menu::cover;
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INCLUDE_GFX
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extern vi2d WINDOW_SIZE;
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typedef Attribute A;
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Menu::Menu(vf2d pos,vf2d size)
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:pos(pos==CENTERED?WINDOW_SIZE/2-size/2:vi2d{pos}),size(size){
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r.Create(size.x,size.y);
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overlay.Create(WINDOW_SIZE.x,WINDOW_SIZE.y);
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}
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Menu::~Menu(){
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for(auto key:components){
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delete key.second;
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}
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}
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void Menu::InitializeMenus(){
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stack.reserve(32);
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InitializeTestMenu();
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InitializeTestSubMenu();
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InitializeConsumableInventoryWindow();
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InitializeClassSelectionWindow();
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InitializeClassInfoWindow();
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InitializeMainMenuWindow();
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InitializeOverworldMapLevelWindow();
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InitializeItemLoadoutWindow();
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for(MenuType type=TEST;type<MenuType::ENUM_END;type=MenuType(int(type+1))){
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if(menus.count(type)==0){
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ERR("WARNING! Menu Type "<<type<<" does not exist!")
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}
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//Lock up everything once it's done.
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menus[type]->buttons.SetInitialized();
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menus[type]->keyboardButtons.SetInitialized();
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for(auto&key:menus[type]->components){
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MenuComponent*component=key.second;
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component->AfterCreate();
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}
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}
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if(Menu::unhandledComponents.size()>0){
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std::cout<<"WARNING! There are "<<Menu::unhandledComponents.size()<<" components that were not added to any Menu! These have been leaked and should not be happening!"<<std::endl;
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std::cout<<"See below for a report of unhandled components:"<<std::endl;
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int count=0;
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for(MenuComponent*component:Menu::unhandledComponents){
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std::cout<<"\tComponent "<<(count+1)<<": "<<std::endl;
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std::cout<<"\t-Parent Menu:"<<component->parentMenu<<" Label: "<<component->label<<std::endl;
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std::cout<<"\t\tCreated Inside of Menu: "<<component->memoryLeakInfo.first<<" // Last Component: "<<component->memoryLeakInfo.second<<std::endl;
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count++;
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}
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ERR("")
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}
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}
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Menu*Menu::CreateMenu(MenuType type,vf2d pos,vf2d size){
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menus[type]=NEW Menu(pos,size);
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lastMenuTypeCreated=type;
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return menus.at(type);
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}
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void Menu::AddComponent(std::string key,MenuComponent*button){
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if(button->selectable){
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buttons.Unlock();
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if(buttons.count(button->rect.pos.y)){
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buttons.at(button->rect.pos.y).push_back(button);
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}else{
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buttons[button->rect.pos.y].push_back(button);
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}
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if(button->selectableViaKeyboard){
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keyboardButtons.Unlock();
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if(keyboardButtons.count(button->rect.pos.y)){
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keyboardButtons.at(button->rect.pos.y).push_back(button);
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}else{
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keyboardButtons[button->rect.pos.y].push_back(button);
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}
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}
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//We must lock the values before calling sort. Sort seems to try and create new accesses.
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buttons.SetInitialized();
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keyboardButtons.SetInitialized();
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//We make an assumption that menu components are supposed to be in left-to-right order. Sometimes we may add things out-of-order, so this fixes the problem by sorting the items afterwards.
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std::sort(buttons[button->rect.pos.y].begin(),buttons[button->rect.pos.y].end(),[](MenuComponent*c1,MenuComponent*c2){
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return c1->GetPos().x<c2->GetPos().x;
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});
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if(keyboardButtons.count(button->rect.pos.y)){ //Keyboard buttons may not necessarily contain this key...Let's be sure.
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std::sort(keyboardButtons[button->rect.pos.y].begin(),keyboardButtons[button->rect.pos.y].end(),[](MenuComponent*c1,MenuComponent*c2){
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return c1->GetPos().x<c2->GetPos().x;
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});
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}
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}else{
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displayComponents.push_back(button);
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}
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if(components.count(key)){
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ERR("WARNING! Key "<<key<<" for this sub-menu already exists! Key names must be unique!")
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}
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button->name=key;
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components.Unlock(); //It's possible we can add a component later on, so we will make sure we remove the lock first.
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components[key]=button;
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components.SetInitialized();
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lastRegisteredComponent=key;
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std::erase_if(Menu::unhandledComponents,[&](MenuComponent*b1){return b1==button;});
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}
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void Menu::CheckClickAndPerformMenuSelect(Crawler*game){
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if(game->GetMouse(Mouse::LEFT).bReleased||game->GetKey(SPACE).bReleased||game->GetKey(ENTER).bReleased){
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MenuSelect(game);
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}
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}
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void Menu::HoverMenuSelect(Crawler*game){
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if(selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
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if(buttons[selection.y][selection.x]->draggable){
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if(buttonHoldTime<"ThemeGlobal.MenuHoldTime"_F){
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CheckClickAndPerformMenuSelect(game);
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}else{
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draggingComponent=buttons[selection.y][selection.x]->PickUpDraggableItem();
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buttonHoldTime=0;
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}
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}else{
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CheckClickAndPerformMenuSelect(game);
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}
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}
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void Menu::MenuSelect(Crawler*game){
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if(selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
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bool buttonStillValid=buttons[selection.y][selection.x]->onClick(MenuFuncData{*this,game,buttons[selection.y][selection.x]});
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if(buttonStillValid){
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if(buttons[selection.y][selection.x]->menuDest!=MenuType::ENUM_END){
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if(stack.size()<32){
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stack.push_back(menus[buttons[selection.y][selection.x]->menuDest]);//Navigate to the next menu.
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}else{
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ERR("WARNING! Exceeded menu stack size limit!")
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}
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}
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}
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}
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void Menu::Update(Crawler*game){
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if(draggingComponent==nullptr){
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HoverMenuSelect(game);
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}
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if(!UsingMouseNavigation()&&geom2d::line<float>(lastActiveMousePos,game->GetMousePos()).length()>="ThemeGlobal.MouseActivationDistance"_F||UsingMouseNavigation()){
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SetMouseNavigation(true);
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}
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for(auto&key:buttons){
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for(auto&button:key.second){
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if(!button->disabled){
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button->hovered=false;
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}
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}
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}
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bool itemHovered=false;
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if(!UsingMouseNavigation()){
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if(selection!=vi2d{-1,-1}){
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buttons[selection.y][selection.x]->hovered=true;
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itemHovered=true;
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}
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}else{
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selection={-1,-1};
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for(auto&key:buttons){
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int index=0;
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for(auto&button:key.second){
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if(!button->disabled){
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if(button->GetHoverState(game)){
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button->hovered=true;
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itemHovered=true;
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selection.y=key.first;
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selection.x=index;
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}
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}
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index++;
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}
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}
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}
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if(itemHovered&&draggingComponent==nullptr&&selection!=vi2d{-1,-1}&&(((!UsingMouseNavigation()&&(game->GetKey(ENTER).bHeld)||game->GetKey(SPACE).bHeld))||game->GetMouse(Mouse::LEFT).bHeld)){
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buttonHoldTime+=game->GetElapsedTime();
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}else{
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buttonHoldTime=0;
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}
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if(draggingComponent!=nullptr){
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MenuComponent*selectedComponent=nullptr;
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if(selection!=vi2d{-1,-1}){
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selectedComponent=buttons[selection.y][selection.x];
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}
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auto ClearDraggingComponent=[&](){
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delete draggingComponent; //We know we allocated a new instance of this, so we will now free it.
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draggingComponent=nullptr;
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};
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if(!UsingMouseNavigation()){
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if(game->GetKey(ENTER).bReleased||game->GetKey(SPACE).bReleased){
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if(selectedComponent==nullptr){//Dropping over an empty area.
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ClearDraggingComponent();
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}else
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if(selectedComponent->DropDraggableItem(draggingComponent)){
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ClearDraggingComponent();
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}
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}
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}else{
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if(game->GetMouse(Mouse::LEFT).bReleased){
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if(selectedComponent==nullptr){//Dropping over an empty area.
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ClearDraggingComponent();
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}else
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if(selectedComponent->DropDraggableItem(draggingComponent)){
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ClearDraggingComponent();
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}
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}
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}
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}
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KeyboardButtonNavigation(game,pos);
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for(auto&key:buttons){
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for(auto&button:key.second){
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if(button->renderInMain){
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button->_Update(game);
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}
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}
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}
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for(auto&component:displayComponents){
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if(component->renderInMain){
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component->_Update(game);
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}
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}
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};
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void Menu::Draw(Crawler*game){
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if(GetCurrentTheme().IsScaled()){
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DrawScaledWindowBackground(game,pos);
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}else{
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DrawTiledWindowBackground(game,pos);
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}
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game->SetDrawTarget(r.Sprite());
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Pixel::Mode prevMode=game->GetPixelMode();
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game->SetPixelMode(Pixel::MASK);
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game->Clear(BLANK);
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for(auto&component:displayComponents){
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if(component->renderInMain){
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component->_Draw(game);
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}
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}
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for(auto&key:buttons){
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for(auto&button:key.second){
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if(button->renderInMain){
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button->_Draw(game);
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}
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}
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}
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game->SetPixelMode(prevMode);
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game->SetDrawTarget(nullptr);
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r.Decal()->Update();
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game->DrawDecal(pos,r.Decal());
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for(auto&component:displayComponents){
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if(component->renderInMain){
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component->_DrawDecal(game,this==Menu::stack.back());
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}
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}
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for(auto&key:buttons){
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for(auto&button:key.second){
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if(button->renderInMain){
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button->_DrawDecal(game,this==Menu::stack.back());
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}
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}
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}
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if(GetCurrentTheme().IsScaled()){
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DrawScaledWindowBorder(game,pos);
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}else{
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DrawTiledWindowBorder(game,pos);
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}
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if(draggingComponent!=nullptr){
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game->SetDrawTarget(overlay.Sprite());
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Pixel::Mode prevMode=game->GetPixelMode();
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game->SetPixelMode(Pixel::MASK);
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game->Clear(BLANK);
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vf2d offsetPos=draggingComponent->rect.pos;
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if(!UsingMouseNavigation()){
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MenuComponent*selectedComponent=buttons[selection.y][selection.x];
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vf2d drawOffset{};
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if(selectedComponent->parentComponent!=nullptr){
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drawOffset+=selectedComponent->parentComponent->V(A::SCROLL_OFFSET);
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}
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draggingComponent->Draw(game,drawOffset+pos-offsetPos+selectedComponent->rect.pos+vi2d{1,-4});
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}else{
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draggingComponent->Draw(game,-offsetPos+game->GetMousePos());
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}
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game->SetPixelMode(prevMode);
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game->SetDrawTarget(nullptr);
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overlay.Decal()->Update();
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game->DrawDecal({0,0},overlay.Decal(),{1,1},this==Menu::stack.back()?WHITE:WHITE*"ThemeGlobal.MenuUnfocusedColorMult"_F);
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if(!UsingMouseNavigation()){
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MenuComponent*selectedComponent=buttons[selection.y][selection.x];
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vf2d drawOffset{};
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if(selectedComponent->parentComponent!=nullptr){
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drawOffset+=selectedComponent->parentComponent->V(A::SCROLL_OFFSET);
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}
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draggingComponent->DrawDecal(game,drawOffset+pos-offsetPos+selectedComponent->rect.pos+vi2d{1,-4},this==Menu::stack.back());
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}else{
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draggingComponent->DrawDecal(game,-offsetPos+game->GetMousePos(),this==Menu::stack.back());
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}
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}
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};
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void Menu::OpenMenu(MenuType menu,bool cover){
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Menu::cover=cover;
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stack.clear();
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stack.push_back(menus[menu]);
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}
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void Menu::KeyboardButtonNavigation(Crawler*game,vf2d menuPos){
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vi2d prevSelection=selection;
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if(game->GetKey(RIGHT).bPressed){
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if(selection==vi2d{-1,-1})return;
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SetMouseNavigation(false);
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selection.x=(size_t(selection.x)+1)%keyboardButtons[selection.y].size();
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}
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if(game->GetKey(LEFT).bPressed){
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if(selection==vi2d{-1,-1})return;
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selection.x--;
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SetMouseNavigation(false);
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if(selection.x<0)selection.x+=keyboardButtons[selection.y].size();
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}
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if(game->GetKey(DOWN).bPressed||game->GetKey(UP).bPressed){
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if(game->GetKey(DOWN).bPressed){
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SetMouseNavigation(false);
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bool found=false;
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bool selectedItem=false;
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if(selection==vi2d{-1,-1}){
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//Highlight first item.
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for(auto&key:keyboardButtons){
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selection.y=key.first;
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break;
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}
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}else{
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for(auto&key:keyboardButtons){
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if(found){ //Once we discover the previous element, the next element becomes our next selection.
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int previousButtonX=keyboardButtons[selection.y][selection.x]->rect.pos.x;
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selection.y=key.first;
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int index=0;
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for(auto&button:key.second){ //Try to match a button in the same column as this button first.
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if(previousButtonX==button->rect.pos.x){
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selection.x=index;
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break;
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}
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index++;
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}
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selectedItem=true;
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break;
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}
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if(key.first==selection.y
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//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
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&&selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
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found=true;
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}
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}
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if(!selectedItem){ //This means we need to loop around instead and pick the first one.
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for(auto&key:keyboardButtons){
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selection.y=key.first;
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break;
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}
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}
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}
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}
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if(game->GetKey(UP).bPressed){
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SetMouseNavigation(false);
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if(selection==vi2d{-1,-1}){
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//Highlight last item.
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for(auto&key:keyboardButtons){
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selection.y=key.first;
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}
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}else{
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int prevInd=-1;
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for(auto&key:keyboardButtons){
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if(key.first==selection.y&&
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//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
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selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
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break;
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}
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prevInd=key.first;
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}
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if(prevInd!=-1){
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int previousButtonX=keyboardButtons[selection.y][selection.x]->rect.pos.x;
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selection.y=prevInd;
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int index=0;
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for(auto&button:keyboardButtons[prevInd]){ //Try to match a button in the same column as this button first.
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if(previousButtonX==button->rect.pos.x){
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selection.x=index;
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break;
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}
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index++;
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}
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}else{ //Since we didn't find it, it means we're at the top of the list or the list is empty. Go to the last element and use that one.
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int lastInd=-1;
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for(auto&key:keyboardButtons){
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lastInd=key.first;
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}
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selection.y=lastInd;
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}
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}
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}
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//In both cases, we should clamp the X index to make sure it's still valid.
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if(selection.y!=-1){
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selection.x=std::clamp(selection.x,0,int(keyboardButtons[selection.y].size())-1);
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}else{
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selection.x=-1;
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}
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}
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if(game->GetMouse(0).bPressed||game->GetKey(ENTER).bPressed||game->GetKey(SPACE).bPressed){
|
|
SetMouseNavigation(game->GetMouse(0).bPressed); //If a click occurs we use mouse controls.
|
|
if(!UsingMouseNavigation()){
|
|
buttonHoldTime=0;
|
|
//Key presses automatically highlight the first button if it's not highlighted.
|
|
if(selection==vi2d{-1,-1}&&buttons.size()>0){
|
|
//Find the first possible button entry in the map...
|
|
int firstInd=-1;
|
|
for(auto&key:buttons){
|
|
if(buttons[key.first].size()>0){
|
|
firstInd=key.first;
|
|
break;
|
|
}
|
|
}
|
|
if(firstInd!=-1){ //This means we found a valid menu item. If we didn't find one don't highlight any menu item...
|
|
selection={0,firstInd};
|
|
}
|
|
}
|
|
}else{//Mouse click.
|
|
selection={-1,-1};
|
|
for(auto&key:buttons){
|
|
int index=0;
|
|
for(auto&button:key.second){
|
|
if(!button->disabled){
|
|
if(geom2d::overlaps(geom2d::rect<float>{button->rect.pos+menuPos,button->rect.size},game->GetMousePos())){
|
|
selection={index,key.first};
|
|
break;
|
|
}
|
|
}
|
|
index++;
|
|
}
|
|
}
|
|
buttonHoldTime=0;
|
|
}
|
|
}
|
|
if(prevSelection!=selection){
|
|
if(selection!=vi2d{-1,-1}&&buttons[selection.y][selection.x]->disabled){
|
|
bool handled=false;
|
|
if(!UsingMouseNavigation()){
|
|
//Let's transfer some information about our selection being off the screen. Our intention with keyboard controls is that the screen will scroll to the correct location instead.
|
|
//If we return false, then we handled it ourselves, no need to go back to the previous selection.
|
|
if(HandleOutsideDisabledButtonSelection(buttons[selection.y][selection.x])){
|
|
handled=true;
|
|
}
|
|
}
|
|
if(!handled){
|
|
// If the new selection of a button on this frame is disabled for some reason and we didn't handle it, we need to go back to what we had selected before.
|
|
selection=prevSelection;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Menu::DrawScaledWindowBorder(Crawler*game,vf2d menuPos){
|
|
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
|
|
|
|
//Upper-Left
|
|
game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{patchSize.x*0,patchSize.y*0},patchSize,GetRenderColor());
|
|
//Upper-Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{patchSize.x*2,patchSize.y*0},patchSize,GetRenderColor());
|
|
//Bottom-Left
|
|
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{patchSize.x*0,patchSize.y*2},patchSize,GetRenderColor());
|
|
//Bottom-Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{patchSize.x*2,patchSize.y*2},patchSize,GetRenderColor());
|
|
//Top
|
|
game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{patchSize.x*1,patchSize.y*0},patchSize,GetRenderColor());
|
|
//Left
|
|
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{patchSize.x*0,patchSize.y*1},patchSize,GetRenderColor());
|
|
//Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{patchSize.x*2,patchSize.y*1},patchSize,GetRenderColor());
|
|
//Bottom
|
|
game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{patchSize.x*1,patchSize.y*2},patchSize,GetRenderColor());
|
|
}
|
|
|
|
void Menu::DrawTiledWindowBorder(Crawler*game,vf2d menuPos){
|
|
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
|
|
|
|
//Upper-Left
|
|
game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{0,0},patchSize,GetRenderColor());
|
|
//Upper-Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{0,0},patchSize,GetRenderColor());
|
|
//Bottom-Left
|
|
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{0,0},patchSize,GetRenderColor());
|
|
//Bottom-Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{0,0},patchSize,GetRenderColor());
|
|
//Top
|
|
game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{0,0},vf2d{size.x,patchSize.y},GetRenderColor());
|
|
//Left
|
|
game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{0,0},vf2d{patchSize.x,size.y},GetRenderColor());
|
|
//Right
|
|
game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{0,0},vf2d{patchSize.x,size.y},GetRenderColor());
|
|
//Bottom
|
|
game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{0,0},vf2d{size.x,patchSize.y},GetRenderColor());
|
|
}
|
|
|
|
void Menu::DrawScaledWindowBackground(Crawler*game,vf2d menuPos){
|
|
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
|
|
|
|
//Center
|
|
if(GetCurrentTheme().HasBackground()){
|
|
Decal*back=GetCurrentTheme().GetBackground();
|
|
game->DrawPartialDecal(menuPos,size,back,{0,0},back->sprite->Size(),GetRenderColor());
|
|
}else{
|
|
game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{patchSize.x*1,patchSize.y*1},patchSize,GetRenderColor());
|
|
}
|
|
}
|
|
|
|
void Menu::DrawTiledWindowBackground(Crawler*game,vf2d menuPos){
|
|
vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
|
|
|
|
//Center
|
|
if(GetCurrentTheme().HasBackground()){
|
|
Decal*back=GetCurrentTheme().GetBackground();
|
|
game->DrawPartialDecal(menuPos,size,back,{0,0},size,GetRenderColor());
|
|
}else{
|
|
game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{0,0},patchSize,GetRenderColor());
|
|
}
|
|
}
|
|
|
|
Renderable&Menu::GetPatchPart(int x,int y){
|
|
return GFX[themeSelection+"_"+std::to_string(x)+std::to_string(y)+".png"];
|
|
}
|
|
|
|
Theme&Menu::GetCurrentTheme(){
|
|
return themes[themeSelection];
|
|
}
|
|
|
|
Pixel Menu::GetRenderColor(){
|
|
bool focused=Menu::stack.back()==this;
|
|
Pixel col=WHITE;
|
|
if(!focused){
|
|
col=WHITE*"ThemeGlobal.MenuUnfocusedColorMult"_F;
|
|
}
|
|
return col;
|
|
}
|
|
|
|
bool Menu::HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton){
|
|
if(disabledButton->parentComponent!=nullptr){
|
|
return disabledButton->parentComponent->HandleOutsideDisabledButtonSelection(disabledButton);
|
|
}else{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
bool Menu::UsingMouseNavigation(){
|
|
return MOUSE_NAVIGATION;
|
|
};
|
|
void Menu::SetMouseNavigation(bool mouseNavigation){
|
|
if(MOUSE_NAVIGATION&&!mouseNavigation){
|
|
//When mouse navigation was enabled and now needs to be disabled, we store the mouse position.
|
|
INCLUDE_game
|
|
lastActiveMousePos=game->GetMousePos();
|
|
}
|
|
MOUSE_NAVIGATION=mouseNavigation;
|
|
};
|
|
|
|
void Menu::InventorySlotsUpdated(ITCategory cat){
|
|
//Update the inventory with a new inventory slot, since there's one additional item to interact with now.
|
|
std::vector<std::string>&inv=Inventory::get(cat);
|
|
for(MenuComponent*component:inventoryListeners.at(cat)){
|
|
component->OnInventorySlotsUpdate(cat);
|
|
}
|
|
}
|
|
|
|
void Menu::AddInventoryListener(MenuComponent*component,ITCategory category){
|
|
if(inventoryListeners.count(category)){
|
|
std::vector<MenuComponent*>&listenerList=inventoryListeners.at(category);
|
|
if(std::find(listenerList.begin(),listenerList.end(),component)!=listenerList.end()){
|
|
ERR("WARNING! Component "<<component->name<<" has already been added to the "<<category<<" listener list! There should not be any duplicates!!")
|
|
}
|
|
listenerList.push_back(component);
|
|
}else{
|
|
ERR("WARNING! Inventory category "<<category<<" does not exist!")
|
|
}
|
|
}
|
|
|
|
vf2d Menu::center(){
|
|
return size/2;
|
|
}
|
|
|
|
void Menu::CloseMenu(){
|
|
if(stack.size()>0){
|
|
stack.pop_back();
|
|
}else{
|
|
ERR("WARNING! Trying to close out no menu?? Why are we doing this?")
|
|
}
|
|
}
|
|
|
|
std::pair<MenuType,std::string>Menu::GetMemoryLeakReportInfo(){
|
|
return {lastMenuTypeCreated,lastRegisteredComponent};
|
|
}
|
|
|
|
void Menu::CloseAllMenus(){
|
|
if(stack.size()>0){
|
|
stack.clear();
|
|
}else{
|
|
ERR("WARNING! Trying to close out no menu?? Why are we doing this?")
|
|
}
|
|
}
|
|
|
|
bool Menu::IsMenuOpen(){
|
|
return stack.size()>0;
|
|
}
|
|
|
|
void Menu::CleanupAllMenus(){
|
|
for(auto key:Menu::menus){
|
|
Menu*menu=key.second;
|
|
for(auto componentKey:menu->components){
|
|
MenuComponent*component=componentKey.second;
|
|
component->Cleanup();
|
|
delete component;
|
|
}
|
|
menu->components.Reset();
|
|
menu->Cleanup();
|
|
delete menu;
|
|
}
|
|
Menu::menus.clear();
|
|
}
|
|
|
|
void Menu::Cleanup(){} |