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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138 lines
7.3 KiB
138 lines
7.3 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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#pragma once
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "MenuItemButton.h"
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#include "Crawler.h"
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#include "ScrollableWindowComponent.h"
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typedef Attribute A;
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
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protected:
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ITCategory inventoryType;
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public:
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inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,ITCategory invType,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:ScrollableWindowComponent(parent,rect,attributes),inventoryType(invType){
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Menu::AddInventoryListener(this,invType);
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}
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protected:
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virtual inline void RemoveButton(MenuComponent*button){
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std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
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std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
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size_t removedCount=0;
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removedCount+=std::erase(buttonList,button);
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removedCount+=std::erase(keyboardButtonList,button);
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if(removedCount!=2){
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std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
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}
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if(buttonList.size()==0){
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if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
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ERR("WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!")
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}
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}
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if(keyboardButtonList.size()==0){
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if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
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ERR("WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!")
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}
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}
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}
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inline void RemoveEmptySlots(){
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//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
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for(int i=0;i<components.size();i++){
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MenuComponent*button=components[i];
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){
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for(int j=i;j<components.size()-1;j++){
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
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components[j]=components[j+1];
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}
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton);
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Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
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//Now delete the last slot.
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components.erase(components.end()-1);
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i--; //Subtract one from the index so we don't accidently skip slots.
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delete lastButton;
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}
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}
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bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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}
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virtual inline void OnInventorySlotsUpdate(ITCategory cat)override{
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std::vector<std::string>&inv=Inventory::get(cat);
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<inv.size()){//We need more space to display our items.
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int invWidth="ThemeGlobal.InventoryWidth"_I;
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int x=(inv.size()-1)%invWidth;
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int y=(inv.size()-1)/invWidth;
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int itemIndex=y*invWidth+x;
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
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int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
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MenuFunc useItemFunc=[&](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
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for(MenuComponent*component:components){
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if(component->GetName().starts_with("item")){
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MenuItemButton*button2=(MenuItemButton*)component;//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
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if(button2==button){
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if(button2->selected!=-1){
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data.game->ClearLoadoutItem(button2->selected);
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}
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button2->selected=-1;
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}
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if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
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button2->selected=-1;
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}
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}
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}
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button->selected=data.menu.I(A::LOADOUT_SLOT);
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data.game->SetLoadoutItem(button->selected,button->GetItem().Name());
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return true;
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};
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MenuItemButton*button=NEW MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
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AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
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}else
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if(components.size()>inv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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virtual inline void Cleanup()override{
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}
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}; |