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/MenuComponent.cpp

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#pragma region License
/*
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.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Crawler.h"
#include "MenuComponent.h"
using A=Attribute;
MenuComponent::MenuComponent(geom2d::rect<float>rect,std::string label,MenuFunc onClick,ButtonAttr attributes)
:rect(rect),label(label),menuDest(MenuType::ENUM_END),onClick(onClick),hoverEffect(0),selectable(!(attributes&ButtonAttr::UNSELECTABLE)),selectableViaKeyboard(!(attributes&ButtonAttr::UNSELECTABLE_VIA_KEYBOARD)),memoryLeakInfo(Menu::GetMemoryLeakReportInfo()){
Menu::unhandledComponents.push_back(this);
}
MenuComponent::MenuComponent(geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,ButtonAttr attributes)
:MenuComponent(rect,label,onClick,attributes){
//NOTE: This constructor also calls the other constructor above!
this->menuDest=menuDest;
}
MenuComponent::~MenuComponent(){
Menu*pMenu=Menu::menus[parentMenu];
for(auto key:pMenu->buttons){
std::vector<MenuComponent*>&components=key.second;
std::erase_if(components,[&](MenuComponent*component){return component==this;});
}
for(auto key:pMenu->keyboardButtons){
std::vector<MenuComponent*>&components=key.second;
std::erase_if(components,[&](MenuComponent*component){return component==this;});
}
std::erase_if(pMenu->displayComponents,[&](MenuComponent*component){return component==this;});
//pMenu->components.erase(this->name); //We're not going to do this here because we are in the middle of a loop for another menu component when cleaning up.
}
void MenuComponent::AfterCreate(){}
void MenuComponent::BeforeUpdate(Crawler*game){}
void MenuComponent::Update(Crawler*game){
if(hovered){
hoverEffect=std::min("ThemeGlobal.HighlightTime"_F,hoverEffect+game->GetElapsedTime());
}else{
hoverEffect=std::max(0.f,hoverEffect-game->GetElapsedTime());
}
}
void MenuComponent::_Update(Crawler*game){
if(!disabled){
Update(game);
}
}
void MenuComponent::Draw(Crawler*game,vf2d parentPos){
if(!decal){
if(background){
game->FillRect(rect.pos+parentPos,rect.size,PixelLerp(Menu::themes[Menu::themeSelection].GetButtonCol(),Menu::themes[Menu::themeSelection].GetHighlightCol(),hoverEffect/"ThemeGlobal.HighlightTime"_F));
}
if(border){
game->DrawRect(rect.pos+parentPos,rect.size);
}
if(showDefaultLabel){
game->DrawStringProp(rect.pos+parentPos+rect.size/2-game->GetTextSizeProp(label)/2,label);
}
}
}
void MenuComponent::OnEquipStatsUpdate(){}
void MenuComponent::_Draw(Crawler*game){
_Draw(game,{0,0});
}
void MenuComponent::_Draw(Crawler*game,vf2d parentPos){
if(!disabled){
Draw(game,parentPos);
}
}
void MenuComponent::DrawDecal(Crawler*game,vf2d parentPos,bool focused){
if(decal){
parentPos+=Menu::menus[parentMenu]->pos;
if(background){
game->FillRectDecal(rect.pos+parentPos,rect.size,PixelLerp(Menu::themes[Menu::themeSelection].GetButtonCol(),Menu::themes[Menu::themeSelection].GetHighlightCol(),hoverEffect/"ThemeGlobal.HighlightTime"_F));
}
if(border){
game->FillRectDecal(rect.pos+parentPos,{rect.size.x,1});
game->FillRectDecal(rect.pos+parentPos,{1,rect.size.y});
game->FillRectDecal(rect.pos+parentPos+vf2d{rect.size.x-1,0},{1,rect.size.y});
game->FillRectDecal(rect.pos+parentPos+vf2d{0,rect.size.y-1},{rect.size.x,1});
}
if(showDefaultLabel){
game->DrawStringPropDecal(rect.pos+parentPos+rect.size/2-game->GetTextSizeProp(label)/2,label);
}
}
}
void MenuComponent::_DrawDecal(Crawler*game,bool focused){
_DrawDecal(game,{0,0},focused);
}
void MenuComponent::_DrawDecal(Crawler*game,vf2d parentPos,bool focused){
if(!disabled){
DrawDecal(game,parentPos,focused);
}
}
MenuComponent*MenuComponent::PickUpDraggableItem(){
return nullptr;
}
bool MenuComponent::DropDraggableItem(MenuComponent*draggable){
return false;
}
bool MenuComponent::GetHoverState(Crawler*game){
if(parentComponent!=nullptr){
return parentComponent->GetHoverState(game,this);
}else{
vf2d parentWindowPos=Menu::menus[parentMenu]->pos;
return geom2d::overlaps(geom2d::rect<float>{rect.pos+parentWindowPos,rect.size},game->GetMousePos());
}
}
bool MenuComponent::GetHoverState(Crawler*game,MenuComponent*child){
return false;
}
bool MenuComponent::PointWithinParent(MenuComponent*child,vi2d drawPos){
if(parentComponent!=nullptr){
return parentComponent->PointWithinParent(child,drawPos);
}else{
return true;
}
}
bool MenuComponent::HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton){
return false;
};
vf2d MenuComponent::GetPos(){
return rect.pos;
}
void MenuComponent::OnInventorySlotsUpdate(ITCategory cat){}
std::string MenuComponent::GetLabel(){
return label;
}
void MenuComponent::Enable(bool enabled){
disabled=!enabled;
};
void MenuComponent::Cleanup(){}
std::string MenuComponent::GetName(){
return name;
}