The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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232 lines
11 KiB
232 lines
11 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.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 "Item.h"
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#include <stack>
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#include "safemap.h"
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#include "Theme.h"
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#include "Attributable.h"
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#include "olcUTIL_Geometry2D.h"
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#include "olcPGEX_ViewPort.h"
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#include "InputHelper.h"
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class AiL;
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class MenuComponent;
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class ScrollableWindowComponent;
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struct Navigation;
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class Menu;
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struct MenuFuncData{
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Menu&menu;
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AiL*const game;
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const std::weak_ptr<MenuComponent> component;
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const std::weak_ptr<ScrollableWindowComponent> parentComponent={};
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MenuFuncData(Menu&menu,AiL*const game,std::weak_ptr<MenuComponent> component,std::weak_ptr<ScrollableWindowComponent>parentComponent={});
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};
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using MenuFunc=std::function<bool(MenuFuncData)>;
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//Add a component to a menu using this macro. Follow-up with END at the end of it.
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#define ADD(key,componentType) _AddComponent<componentType>(key,std::make_shared<componentType>
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#define END )
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#define DEPTH ,
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#define DEFAULT_DEPTH -999999
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#define STARTING_DEPTH 999999
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using Data=std::variant<ButtonName,std::weak_ptr<MenuComponent>>;
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using MenuDataFunc=std::function<void(MenuType,Data&)>;
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using ButtonNavigationGroups=std::map<ButtonName,Navigation>;
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struct Navigation{
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std::variant<ButtonName,MenuDataFunc>up;
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std::variant<ButtonName,MenuDataFunc>down;
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std::variant<ButtonName,MenuDataFunc>left;
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std::variant<ButtonName,MenuDataFunc>right;
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};
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class Menu:public IAttributable{
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static void InitializeConsumableInventoryWindow();
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static void InitializeClassInfoWindow();
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static void InitializeClassSelectionWindow();
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static void InitializeMainMenuWindow();
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static void InitializeOverworldMapLevelWindow();
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static void InitializeItemLoadoutWindow();
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static void InitializeLevelCompleteWindow();
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static void InitializeOverworldMenuWindow();
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static void InitializeCharacterMenuWindow();
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static void InitializeInventoryWindow();
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static void InitializeMerchantWindow();
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static void InitializeBuyItemWindow();
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static void InitializeSellItemWindow();
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static void InitializeBlacksmithCraftingWindow();
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static void InitializeCraftItemWindow();
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static void InitializeConsumableCraftingWindow();
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static void InitializeConsumableCraftItemWindow();
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static void InitializeSaveFileWindow();
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static void InitializeLoadGameWindow();
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static void InitializeUserIDWindow();
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friend class AiL;
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friend class ItemInfo;
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friend class EntityStats;
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float buttonHoldTime=0;
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static vi2d lastActiveMousePos;
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int componentCount=0;
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float componentSelectionIndex=0.f;
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std::unique_ptr<MenuComponent>draggingComponent;
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ViewPort window;
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static safemap<ITCategory,std::vector<std::weak_ptr<MenuComponent>>>inventoryListeners; //All menu components that care about inventory updates subscribe to this list indirectly (See Menu::AddInventoryListener()).
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static safemap<ITCategory,std::vector<std::weak_ptr<MenuComponent>>>merchantInventoryListeners; //All menu components that care about merchant inventory updates subscribe to this list indirectly (See Menu::AddMerchantInventoryListener()).
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static std::vector<std::weak_ptr<MenuComponent>>equipStatListeners; //All menu components that care about stat/equip updates subscribe to this list indirectly (See Menu::AddStatListener()).
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static std::vector<std::weak_ptr<MenuComponent>>chapterListeners; //All menu components that care about story chapter updates subscribe to this list indirectly (See Menu::AddChapterListener()).
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public:
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//The constructor is private. Use CreateMenu() instead!
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Menu()=default;
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//DO NOT USE DIRECTLY! You should be utilizing the ADD macro for adding components.
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template<class T>
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std::shared_ptr<T>_AddComponent(std::string componentKey,std::shared_ptr<T>component,int depth=DEFAULT_DEPTH){
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component->parentMenu=type;
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if(depth==DEFAULT_DEPTH){
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component->depth=STARTING_DEPTH-componentCount;
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}else{
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component->depth=depth;
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}
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if(components.count(componentKey)){
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ERR("WARNING! Key "<<componentKey<<" for this sub-menu already exists! Key names must be unique!")
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}
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component->name=componentKey;
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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[componentKey]=component;
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components.SetInitialized();
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lastRegisteredComponent=componentKey;
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RecalculateComponentCount();
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return component;
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}
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void Update(AiL*game);
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void Draw(AiL*game);
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static void InitializeMenuListenerCategory(const std::string&category);
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static void InitializeMenus();
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static void LockInListeners();
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static void OpenMenu(MenuType menu,bool cover=true);
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static void CloseMenu();
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static void CloseAllMenus();
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static void CleanupAllMenus();
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static std::vector<Menu*>stack;
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static std::string themeSelection;
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static safeunorderedmap<std::string,Theme>themes;
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static const vf2d CENTERED;
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static bool IsMenuOpen();
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const MenuType GetType()const;
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safemap<std::string,std::shared_ptr<MenuComponent>>components; //A friendly way to interrogate any component we are interested in.
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static std::map<MenuType,Menu*>menus;
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vf2d pos; //Specify the upper-left corner of the window. Using CENTERED will always put this where the upper-left corner would center the window.
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vf2d size; //Size in tiles (24x24), every menu will be tile-based
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static Theme&GetCurrentTheme();
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static bool UsingMouseNavigation();
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void SetMouseNavigation(bool mouseNavigation);
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static void InventorySlotsUpdated(ITCategory cat); //Called whenever the player's inventory gets modified.
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static void MerchantInventorySlotsUpdated(ITCategory cat); //Called whenever a traveling merchant's inventory item gets updated.
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static void AddInventoryListener(std::weak_ptr<MenuComponent>component,ITCategory category); //Adds a component to be in a given listener category.
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static void AddMerchantInventoryListener(std::weak_ptr<MenuComponent>component,ITCategory category); //Adds a component to be in a given listener category.
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static void AddEquipStatListener(std::weak_ptr<MenuComponent>component); //Adds a component to be in an equip stat listener. Will receive updates whenever stats are updated via equips.
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static void AddChapterListener(std::weak_ptr<MenuComponent>component); //Adds a component to be in a chapter listener. Will receive updates anytime the chapter in-game changes.
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vf2d center();
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//Returns the last menu type created and last registered component, in case a component is detected as memory leaking, provides this information to each component for safety.
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static std::pair<MenuType,std::string>GetMemoryLeakReportInfo();
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virtual void Cleanup();
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static void DrawThemedWindow(vf2d menuPos,vf2d size,Pixel renderColor=WHITE);
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//X (0-2), Y (0-2) for specific 9-patch tile (tiled version).
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static Renderable&GetPatchPart(int x,int y);
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void RecalculateComponentCount();
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void SetSelection(std::string_view button,const bool scroll=true,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
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void SetSelection(std::weak_ptr<MenuComponent>button,const bool scroll=true,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
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void SetSelection(std::variant<std::string,std::weak_ptr<MenuComponent>>button,const bool reset=false); // Use the reset parameter when a window is opening up, as this will cause the window now to scroll to its previous target.
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const std::weak_ptr<MenuComponent>GetSelection()const;
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const std::weak_ptr<MenuComponent>GetKeySelection()const;
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void IncreaseSelectionIndex(const float val);
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void DecreaseSelectionIndex(const float val);
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private:
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Menu(vf2d pos,vf2d size);
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static MenuType lastMenuTypeCreated;
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static std::string lastRegisteredComponent;
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void HoverMenuSelect(AiL*game);
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void MenuSelect(AiL*game);
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void CheckClickAndPerformMenuSelect(AiL*game);
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//Mandatory before any menu operations! This creates and sets up the menu in memory.
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static Menu*CreateMenu(MenuType type,vf2d pos,vf2d size);
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void SetupKeyboardNavigation(MenuDataFunc onOpen,MenuInputGroups inputGroups,ButtonNavigationGroups navigationGroups);
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void KeyboardButtonNavigation(AiL*game,vf2d menuPos);
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static void DrawScaledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawTiledWindowBackground(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawScaledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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static void DrawTiledWindowBorder(AiL*game,vf2d menuPos,vf2d size,Pixel renderColor);
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//This triggers if we use a keyboard/controller input to try and select some off-screen menu item. We should ideally follow the menu cursor.
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bool HandleOutsideDisabledButtonSelection(std::weak_ptr<MenuComponent>disabledButton);
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Pixel GetRenderColor();
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MenuType type;
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MenuInputGroups inputGroups;
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ButtonNavigationGroups navigationGroups;
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MenuDataFunc onOpenFunc;
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std::weak_ptr<MenuComponent>selection;
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std::weak_ptr<MenuComponent>keyboardSelection;
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InputHelper helpDisplay;
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static bool MOUSE_NAVIGATION;
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bool cover; //A black cover for when a menu pops up to fade out the stuff behind it.
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};
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template<typename T>
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std::shared_ptr<T>Component(MenuType menu,std::string componentName){
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return DYNAMIC_POINTER_CAST<T>(Menu::menus[menu]->components[componentName]);
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} |