The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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37 lines
1.8 KiB
37 lines
1.8 KiB
#pragma once
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#include "Crawler.h"
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#include "olcPixelGameEngine.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 "MenuLabel.h"
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#include "InventoryScrollableWindowComponent.h"
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typedef Attribute A;
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void Menu::InitializeInventoryWindow(){
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int invWidth="ThemeGlobal.InventoryWidth"_I;
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int initialInvHeight="ThemeGlobal.InventoryHeight"_I;
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int itemSpacing="ThemeGlobal.InventoryItemSpacing"_I;
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
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int totalSpacing=buttonSize+itemSpacing;
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vf2d windowSize={float(totalSpacing*invWidth-itemSpacing+2+24),float(totalSpacing*(3+1)-itemSpacing+24)}; //Need space for the button.
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Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,windowSize);
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InventoryScrollableWindowComponent*inventory=NEW InventoryScrollableWindowComponent(INVENTORY,{{1,0},{windowSize.x,float(totalSpacing*3-itemSpacing)}},nullptr,[](MenuFuncData data){});
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inventoryWindow->AddComponent("inventory",inventory);
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Menu::AddInventoryListener(inventory,"Consumables");
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Menu::AddInventoryListener(inventory,"Equipment");
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Menu::AddInventoryListener(inventory,"Accessories");
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Menu::AddInventoryListener(inventory,"Materials");
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//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.
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MenuLabel*itemNameLabel=NEW MenuLabel{INVENTORY,geom2d::rect<float>(vf2d{2,float(initialInvHeight*totalSpacing+itemSpacing-16)},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW};
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inventoryWindow->AddComponent("itemName",itemNameLabel);
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MenuLabel*itemDescriptionLabel=NEW MenuLabel{INVENTORY,geom2d::rect<float>(vf2d{2,float(initialInvHeight*totalSpacing+itemSpacing)},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW};
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inventoryWindow->AddComponent("itemDescription",itemDescriptionLabel);
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} |