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/Menu.cpp

702 lines
24 KiB

/*
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.
*/
#include "Crawler.h"
#include "MenuComponent.h"
#include "DEFINES.h"
#include "safemap.h"
#include "Item.h"
#include "MenuItemButton.h"
#include "ScrollableWindowComponent.h"
bool Menu::MOUSE_NAVIGATION=true;
std::vector<Menu*>Menu::stack;
std::map<MenuType,Menu*>Menu::menus;
std::string Menu::themeSelection="BlueDefault";
safeunorderedmap<std::string,Theme>Menu::themes;
safemap<ITCategory,std::vector<MenuComponent*>>Menu::inventoryListeners;
const vf2d Menu::CENTERED = {-456,-456};
std::vector<MenuComponent*>Menu::unhandledComponents;
//////////////////////////////////////////////////////////////////////////////////////////////////
///__/////////////////////////////////////////////////////////////////////////////////////////////
//| |////////////////////////////////////////////////////////////////////////////////////////////
//| |/////WARNING! If you are adding something here you likely are adding another container with MenuComponent pointers in it right now.
//| |/////Because we are handling raw pointers, you must also add this container to the list of iterating search removal containers that occur in the
//| |/////DESTRUCTOR of MenuComponents!!!!! (Go to MenuComponent::~MenuComponent()) THIS IS NOT A DRILL!
//|__|////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
///__/////////////////////////////////////////////////////////////////////////////////////////////
//|__/////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////
MenuType Menu::lastMenuTypeCreated;
std::string Menu::lastRegisteredComponent;
bool Menu::cover;
INCLUDE_GFX
extern vi2d WINDOW_SIZE;
typedef Attribute A;
Menu::Menu(vf2d pos,vf2d size)
:pos(pos==CENTERED?WINDOW_SIZE/2-size/2:vi2d{pos}),size(size){
r.Create(size.x,size.y);
overlay.Create(WINDOW_SIZE.x,WINDOW_SIZE.y);
}
Menu::~Menu(){
for(auto key:components){
delete key.second;
}
}
void Menu::InitializeMenus(){
stack.reserve(32);
InitializeTestMenu();
InitializeTestSubMenu();
InitializeConsumableInventoryWindow();
InitializeClassSelectionWindow();
InitializeClassInfoWindow();
InitializeMainMenuWindow();
InitializeOverworldMapLevelWindow();
InitializeItemLoadoutWindow();
for(MenuType type=TEST;type<MenuType::ENUM_END;type=MenuType(int(type+1))){
if(menus.count(type)==0){
ERR("WARNING! Menu Type "<<type<<" does not exist!")
}
//Lock up everything once it's done.
menus[type]->buttons.SetInitialized();
menus[type]->keyboardButtons.SetInitialized();
for(auto&key:menus[type]->components){
MenuComponent*component=key.second;
component->AfterCreate();
}
}
if(Menu::unhandledComponents.size()>0){
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;
std::cout<<"See below for a report of unhandled components:"<<std::endl;
int count=0;
for(MenuComponent*component:Menu::unhandledComponents){
std::cout<<"\tComponent "<<(count+1)<<": "<<std::endl;
std::cout<<"\t-Parent Menu:"<<component->parentMenu<<" Label: "<<component->label<<std::endl;
std::cout<<"\t\tCreated Inside of Menu: "<<component->memoryLeakInfo.first<<" // Last Component: "<<component->memoryLeakInfo.second<<std::endl;
count++;
}
ERR("")
}
}
Menu*Menu::CreateMenu(MenuType type,vf2d pos,vf2d size){
menus[type]=NEW Menu(pos,size);
lastMenuTypeCreated=type;
return menus.at(type);
}
void Menu::AddComponent(std::string key,MenuComponent*button){
if(button->selectable){
buttons.Unlock();
if(buttons.count(button->rect.pos.y)){
buttons.at(button->rect.pos.y).push_back(button);
}else{
buttons[button->rect.pos.y].push_back(button);
}
if(button->selectableViaKeyboard){
keyboardButtons.Unlock();
if(keyboardButtons.count(button->rect.pos.y)){
keyboardButtons.at(button->rect.pos.y).push_back(button);
}else{
keyboardButtons[button->rect.pos.y].push_back(button);
}
}
//We must lock the values before calling sort. Sort seems to try and create new accesses.
buttons.SetInitialized();
keyboardButtons.SetInitialized();
//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.
std::sort(buttons[button->rect.pos.y].begin(),buttons[button->rect.pos.y].end(),[](MenuComponent*c1,MenuComponent*c2){
return c1->GetPos().x<c2->GetPos().x;
});
if(keyboardButtons.count(button->rect.pos.y)){ //Keyboard buttons may not necessarily contain this key...Let's be sure.
std::sort(keyboardButtons[button->rect.pos.y].begin(),keyboardButtons[button->rect.pos.y].end(),[](MenuComponent*c1,MenuComponent*c2){
return c1->GetPos().x<c2->GetPos().x;
});
}
}else{
displayComponents.push_back(button);
}
if(components.count(key)){
ERR("WARNING! Key "<<key<<" for this sub-menu already exists! Key names must be unique!")
}
button->name=key;
components.Unlock(); //It's possible we can add a component later on, so we will make sure we remove the lock first.
components[key]=button;
components.SetInitialized();
lastRegisteredComponent=key;
std::erase_if(Menu::unhandledComponents,[&](MenuComponent*b1){return b1==button;});
}
void Menu::CheckClickAndPerformMenuSelect(Crawler*game){
if(game->GetMouse(Mouse::LEFT).bReleased||game->GetKey(SPACE).bReleased||game->GetKey(ENTER).bReleased){
MenuSelect(game);
}
}
void Menu::HoverMenuSelect(Crawler*game){
if(selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
if(buttons[selection.y][selection.x]->draggable){
if(buttonHoldTime<"ThemeGlobal.MenuHoldTime"_F){
CheckClickAndPerformMenuSelect(game);
}else{
draggingComponent=buttons[selection.y][selection.x]->PickUpDraggableItem();
buttonHoldTime=0;
}
}else{
CheckClickAndPerformMenuSelect(game);
}
}
void Menu::MenuSelect(Crawler*game){
if(selection==vi2d{-1,-1}||buttons[selection.y][selection.x]->disabled)return;
bool buttonStillValid=buttons[selection.y][selection.x]->onClick(MenuFuncData{*this,game,buttons[selection.y][selection.x]});
if(buttonStillValid){
if(buttons[selection.y][selection.x]->menuDest!=MenuType::ENUM_END){
if(stack.size()<32){
stack.push_back(menus[buttons[selection.y][selection.x]->menuDest]);//Navigate to the next menu.
}else{
ERR("WARNING! Exceeded menu stack size limit!")
}
}
}
}
void Menu::Update(Crawler*game){
if(draggingComponent==nullptr){
HoverMenuSelect(game);
}
if(!UsingMouseNavigation()&&geom2d::line<float>(lastActiveMousePos,game->GetMousePos()).length()>="ThemeGlobal.MouseActivationDistance"_F||UsingMouseNavigation()){
SetMouseNavigation(true);
}
for(auto&key:buttons){
for(auto&button:key.second){
if(!button->disabled){
button->hovered=false;
}
}
}
bool itemHovered=false;
if(!UsingMouseNavigation()){
if(selection!=vi2d{-1,-1}){
buttons[selection.y][selection.x]->hovered=true;
itemHovered=true;
}
}else{
selection={-1,-1};
for(auto&key:buttons){
int index=0;
for(auto&button:key.second){
if(!button->disabled){
if(button->GetHoverState(game)){
button->hovered=true;
itemHovered=true;
selection.y=key.first;
selection.x=index;
}
}
index++;
}
}
}
if(itemHovered&&draggingComponent==nullptr&&selection!=vi2d{-1,-1}&&(((!UsingMouseNavigation()&&(game->GetKey(ENTER).bHeld)||game->GetKey(SPACE).bHeld))||game->GetMouse(Mouse::LEFT).bHeld)){
buttonHoldTime+=game->GetElapsedTime();
}else{
buttonHoldTime=0;
}
if(draggingComponent!=nullptr){
MenuComponent*selectedComponent=nullptr;
if(selection!=vi2d{-1,-1}){
selectedComponent=buttons[selection.y][selection.x];
}
auto ClearDraggingComponent=[&](){
delete draggingComponent; //We know we allocated a new instance of this, so we will now free it.
draggingComponent=nullptr;
};
if(!UsingMouseNavigation()){
if(game->GetKey(ENTER).bReleased||game->GetKey(SPACE).bReleased){
if(selectedComponent==nullptr){//Dropping over an empty area.
ClearDraggingComponent();
}else
if(selectedComponent->DropDraggableItem(draggingComponent)){
ClearDraggingComponent();
}
}
}else{
if(game->GetMouse(Mouse::LEFT).bReleased){
if(selectedComponent==nullptr){//Dropping over an empty area.
ClearDraggingComponent();
}else
if(selectedComponent->DropDraggableItem(draggingComponent)){
ClearDraggingComponent();
}
}
}
}
KeyboardButtonNavigation(game,pos);
for(auto&key:buttons){
for(auto&button:key.second){
if(button->renderInMain){
button->_Update(game);
}
}
}
for(auto&component:displayComponents){
if(component->renderInMain){
component->_Update(game);
}
}
};
void Menu::Draw(Crawler*game){
if(GetCurrentTheme().IsScaled()){
DrawScaledWindowBackground(game,pos);
}else{
DrawTiledWindowBackground(game,pos);
}
game->SetDrawTarget(r.Sprite());
Pixel::Mode prevMode=game->GetPixelMode();
game->SetPixelMode(Pixel::MASK);
game->Clear(BLANK);
for(auto&component:displayComponents){
if(component->renderInMain){
component->_Draw(game);
}
}
for(auto&key:buttons){
for(auto&button:key.second){
if(button->renderInMain){
button->_Draw(game);
}
}
}
game->SetPixelMode(prevMode);
game->SetDrawTarget(nullptr);
r.Decal()->Update();
game->DrawDecal(pos,r.Decal());
for(auto&component:displayComponents){
if(component->renderInMain){
component->_DrawDecal(game,this==Menu::stack.back());
}
}
for(auto&key:buttons){
for(auto&button:key.second){
if(button->renderInMain){
button->_DrawDecal(game,this==Menu::stack.back());
}
}
}
if(GetCurrentTheme().IsScaled()){
DrawScaledWindowBorder(game,pos);
}else{
DrawTiledWindowBorder(game,pos);
}
if(draggingComponent!=nullptr){
game->SetDrawTarget(overlay.Sprite());
Pixel::Mode prevMode=game->GetPixelMode();
game->SetPixelMode(Pixel::MASK);
game->Clear(BLANK);
vf2d offsetPos=draggingComponent->rect.pos;
if(!UsingMouseNavigation()){
MenuComponent*selectedComponent=buttons[selection.y][selection.x];
vf2d drawOffset{};
if(selectedComponent->parentComponent!=nullptr){
drawOffset+=selectedComponent->parentComponent->V(A::SCROLL_OFFSET);
}
draggingComponent->Draw(game,drawOffset+pos-offsetPos+selectedComponent->rect.pos+vi2d{1,-4});
}else{
draggingComponent->Draw(game,-offsetPos+game->GetMousePos());
}
game->SetPixelMode(prevMode);
game->SetDrawTarget(nullptr);
overlay.Decal()->Update();
game->DrawDecal({0,0},overlay.Decal(),{1,1},this==Menu::stack.back()?WHITE:WHITE*"ThemeGlobal.MenuUnfocusedColorMult"_F);
if(!UsingMouseNavigation()){
MenuComponent*selectedComponent=buttons[selection.y][selection.x];
vf2d drawOffset{};
if(selectedComponent->parentComponent!=nullptr){
drawOffset+=selectedComponent->parentComponent->V(A::SCROLL_OFFSET);
}
draggingComponent->DrawDecal(game,drawOffset+pos-offsetPos+selectedComponent->rect.pos+vi2d{1,-4},this==Menu::stack.back());
}else{
draggingComponent->DrawDecal(game,-offsetPos+game->GetMousePos(),this==Menu::stack.back());
}
}
};
void Menu::OpenMenu(MenuType menu,bool cover){
Menu::cover=cover;
stack.clear();
stack.push_back(menus[menu]);
}
void Menu::KeyboardButtonNavigation(Crawler*game,vf2d menuPos){
vi2d prevSelection=selection;
if(game->GetKey(RIGHT).bPressed){
if(selection==vi2d{-1,-1})return;
SetMouseNavigation(false);
selection.x=(size_t(selection.x)+1)%keyboardButtons[selection.y].size();
}
if(game->GetKey(LEFT).bPressed){
if(selection==vi2d{-1,-1})return;
selection.x--;
SetMouseNavigation(false);
if(selection.x<0)selection.x+=keyboardButtons[selection.y].size();
}
if(game->GetKey(DOWN).bPressed||game->GetKey(UP).bPressed){
if(game->GetKey(DOWN).bPressed){
SetMouseNavigation(false);
bool found=false;
bool selectedItem=false;
if(selection==vi2d{-1,-1}){
//Highlight first item.
for(auto&key:keyboardButtons){
selection.y=key.first;
break;
}
}else{
for(auto&key:keyboardButtons){
if(found){ //Once we discover the previous element, the next element becomes our next selection.
int previousButtonX=keyboardButtons[selection.y][selection.x]->rect.pos.x;
selection.y=key.first;
int index=0;
for(auto&button:key.second){ //Try to match a button in the same column as this button first.
if(previousButtonX==button->rect.pos.x){
selection.x=index;
break;
}
index++;
}
selectedItem=true;
break;
}
if(key.first==selection.y
//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
&&selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
found=true;
}
}
if(!selectedItem){ //This means we need to loop around instead and pick the first one.
for(auto&key:keyboardButtons){
selection.y=key.first;
break;
}
}
}
}
if(game->GetKey(UP).bPressed){
SetMouseNavigation(false);
if(selection==vi2d{-1,-1}){
//Highlight last item.
for(auto&key:keyboardButtons){
selection.y=key.first;
}
}else{
int prevInd=-1;
for(auto&key:keyboardButtons){
if(key.first==selection.y&&
//It's entirely possible this button was selected from the button selection list and may be out-of-bounds here.
selection.x>=0&&selection.x<keyboardButtons[selection.y].size()){
break;
}
prevInd=key.first;
}
if(prevInd!=-1){
int previousButtonX=keyboardButtons[selection.y][selection.x]->rect.pos.x;
selection.y=prevInd;
int index=0;
for(auto&button:keyboardButtons[prevInd]){ //Try to match a button in the same column as this button first.
if(previousButtonX==button->rect.pos.x){
selection.x=index;
break;
}
index++;
}
}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.
int lastInd=-1;
for(auto&key:keyboardButtons){
lastInd=key.first;
}
selection.y=lastInd;
}
}
}
//In both cases, we should clamp the X index to make sure it's still valid.
if(selection.y!=-1){
selection.x=std::clamp(selection.x,0,int(keyboardButtons[selection.y].size())-1);
}else{
selection.x=-1;
}
}
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(){}